I just found an old post of you explaining the problems, that's a shame the CDH and sequencers are not rock solid, as well as we don't have a modern viewport. Particulary when the supposed dominant SI market is videogames in Japan... ----------------------------------------------- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
2013/3/13 Matt Lind <ml...@carbinestudios.com>: > Sure....if it worked. > > > Matt > > > > -----Original Message----- > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi > Sent: Tuesday, March 12, 2013 3:51 PM > To: softimage@listproc.autodesk.com > Subject: Re: Maya realtime viewport > > Couldn't you use the graphic sequencer ton intergrate you own DirectX engine? > Ahmidou Lyazidi > Director | TD | CG artist > http://vimeo.com/ahmidou/videos > > > 2013/3/13 Matt Lind <ml...@carbinestudios.com>: >> We'd prefer a true DX11. >> >> Our project tried to use DirectX from the beginning as our principal >> engineer was the co-inventor of HLSL and DirectX and wrote our engine to use >> DirectX heavily. But DirectX viewport proved to be too unstable and >> incomplete in Softimage. So we had to move everything to the OpenGL >> viewport and wrapped our HLSL code inside of OpenGL shaders. While it's >> functional, it's not ideal as we cannot provide a true WYSIWYG workflow as >> lighting and some other calculations cannot be ported 1:1. We still want to >> move to DirectX, but with all our content built up using the OpenGL shaders, >> it would take a rock solid DirectX 11 implementation with a bug-free >> migration path to do so. >> >> >> Matt >> >> >> >> >> -----Original Message----- >> From: softimage-boun...@listproc.autodesk.com >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric >> Rousseau >> Sent: Tuesday, March 12, 2013 1:32 PM >> To: softimage@listproc.autodesk.com >> Subject: Re: Maya realtime viewport >> >> On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron <car...@gmail.com> wrote: >>>> Unlike Maya 2012, softimage already supports DirectX, but I get what >>>> you're saying. >>> just needs to be updated to support dx11 right? and someone to make >>> the shaders or at least make them available? >> >> hmmm,.. unfortunately, a new DirectX 10 viewport would need to be >> created first. Softimage only support DirectX 9, which is a totally >> different API. However, silver lining: the DX11 features should be >> available in OpenGL 4.3 as ARB extensions >> > >