Well, they did do this with ICE deprecating the old particles system.  I
still remember reading "You know this day was coming." in the XSI docs.
Now look at the huge forward leap that ICE has provided to FX in
Softimage.

I think when you have a huge number of artists willing to dump one system
for a completely new system, the value of retaining legacy pretty much goes
out the window does it not?  I would've taken that as a wake up call.  MR
and Autodesk need to understand this, not just on rendering, but multiple
aspects of cg production.

-Lu




On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind <ml...@carbinestudios.com> wrote:

> The sad truth is the rendering integration is not as independent as one
> would think or like.  I’ve been writing mental ray shaders for a long time
> (10+ years), and even today am shocked how touchy Softimage is when loading
> a scene which uses custom shaders not installed on the current computer –
> 99% of the time it’s a hang and crash.  In order for me to load an old
> scene from, say XSI v2.0 when I was developing a particular shader, I have
> to have the shader from that era installed to get the scene open.****
>
> ** **
>
> When you consider the rest of the rendering system is built like that,
> that’s why a lot of stagnation occurs.  Either AD has to be bold and say
> screw old content for the sake of progress, or we have a slow moving boat
> for the sake of compatibility.  There’s also the reality that when a system
> is iterated over the years, it requires more manpower to take it to the
> next level.  V1.0 may take 2 people, but v2.0 might require a 3rd to help
> out because the system has gotten larger, more complex and with more moving
> pieces which must all be done in sync.  There’s also the fact the system
> must integrate with other departments such as UI, animation, modeling, and
> whatever else comes in contact.  Over the years the trend has been to have
> fewer developers on staff.  This creates a situation where it’s not
> possible to roll out an iteration in a single release, but instead have to
> spread it out over two releases due to the constraints of resources.****
>
> ** **
>
> The only true way to get quick iteration is to keep the renderer a
> standalone and use cheap export scripts to dump the scene at the command
> line, but of course, that comes at the cost of user friendliness and
> iteration speed.****
>
> ** **
>
> Not too much different from the good-fast-cheap production triangle.
> Throw your dart.****
>
> ** **
>
> While shaders can be updated to have additional features, sometimes it’s
> not possible to retain legacy look as some of the technology that needs to
> be bridged are mutually exclusive.  A shader is a front end to those
> technologies, but to actually make it work as the user envisions is quite
> the beast.  Mental ray does a pretty good job of being that front end, but
> to get the benefit requires an educated user.  No amount of pretty UI is
> going to change that.  That is what users must understand.****
>
> ** **
>
> ** **
>
> Matt****
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ed Manning
> *Sent:* Thursday, November 08, 2012 12:06 PM
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: Mental Ray Features, Integration & Autodesk's failure****
>
> ** **
>
> On Thu, Nov 8, 2012 at 2:05 PM, Matt Lind <ml...@carbinestudios.com>
> wrote:****
>
> No argument on the making existing tools work, but in terms of tool design
> you make the erroneous assumption everybody wants to create realistic
> looking renders like you.  I’ve largely worked on non-photo real projects
> where those extra controls you dislike are absolutely necessary and often
> not enough.  This industry is about making looks and scenarios.  It’s not
> always about recreating what you see in front of you.****
>
> ** **
>
> Actually, I agree completely.  FWIW, I don't assume that everybody wants
> to create realistic looking renders.  Sometimes I don't want to either --
> it all depends on the needs of the job, and lately it's all been "make it
> look more real." My point was that it should be possible, but not
> necessary, to drill down into low-level functionality in order to do
> commonplace things. And for better or worse, plausibly realistic rendering
> is a very common requirement.
>
> To beat my car analogy to death -- it shouldn't be necessary for someone
> to know how to tune a fuel injection system in order to get their car to
> the supermarket.  It's a great thing if someone does take the plunge and
> learn how to be a racecar mechanic or driver, but as you said, most people
> can't or won't do that. Anyway, even a racing mechanic doesn't want to
> break out his toolbox when he wants to go to Kwik-E-Mart. The sad fact is
> we have enormous variation in education and educability in our workforce,
> and even if we resist building for the lowest common denominator, we need
> to consider it when assembling our tools.
>
> It's easy to take this too far -- then you end up with C4D, which makes
> some hard things shockingly easy, but won't let you do some basic things at
> all.
>
> And as far as maintaining compatibility with legacy assets goes, I don't
> advocate trashing the legacy shader libraries and making them unusable. But
> is there any reason that, say, the default scene material couldn't be a
> BSDF version of Phong (or Blinn or Ward or Ashikhmin) with fresnel and
> energy conservation?  Is there a reason the default light can't be, say,
> mib_photometric? Why shouldn't the default material be updated when
> technology advances? Wouldn't it help move people along by making the
> default versions of things be the latest ones rather than the oldest? You
> could always have a "Classic Mode" button for people who just don't want to
> change.
>
> Why not make improved versions of things in addition to retaining legacy
> versions?  It's not like the legacy versions are being actively developed
> anyway.  I'm sure the code in some of the shaders hasn't been touched in 15
> years. I'd also be kind of shocked if making these additions required a
> compatibility-killing change to core application code -- if that were the
> case, it wouldn't be possible for people to make modern 3rd-party renderers
> like Arnold or VRay work with Softimage and Maya.
>
> ****
>

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