Can see that's going to get people's attention. Seriously impressive stuff!
Look forward to seeing it working with soft too.

Would love to see a fight off, basic rig and splice rig framerates :)


On 24 June 2013 13:34, Paul Doyle <technove...@gmail.com> wrote:

> Hi guys – we’re pretty stoked to tell you that we have branch-based
> multi-threading working in the Maya graph. Our expectation is that we will
> also be able to do this in Softimage, so we're pretty excited - we have to
> get through Siggraph before we can start on it, but it should only be a
> week or two of work.
>
> https://vimeo.com/69000004
>
> “This video demonstrates a feature of our Creation Core technology:
> performing multi-threading across branches of graphs. Creation: Splice can
> use this technology inside of Maya and perform multi-threading across
> branches in the Maya dependency graph. This is extremely useful when the
> computation per node is rather small, like in a character rig. Parts of the
> rig can be computed in parallel using this approach, and the overall
> performance of the graph is improved.”
>
> Very cool to see this working (in my unbiased opinion).
>
> Paul
>
>
> On 22 June 2013 16:14, Paul Doyle <technove...@gmail.com> wrote:
>
>>
>> On 22 June 2013 15:08, Tim Leydecker <bauero...@gmx.de> wrote:
>>
>>> I guess the reason why the general plattform is less easy to sell
>>> than the modules is that it needs a bit more abstraction to see
>>> the benefit of investing into it in comparison to a module that
>>> either already does solve a specific problem or seems like a good
>>> basis to start modifications off from.
>>>
>>> It requires a lot of faith to start from scratch.
>>>
>>
>> Agreed - the problem with a platform is you have to search for
>> problems/justifications to start using it. What we found was the complexity
>> of getting started was a bit much for people that initially take a look in
>> their spare time - it's rare to get a studio that allocates time to
>> investigating new technology, and when they do, you really need to get them
>> somewhere valuable quickly. The challenge we had was that the investment
>> required to get somewhere useful with Creation kind of meant that the value
>> of the solutions had to be much more than just a simple tool, which meant
>> more time was required, etc etc ad infinitum
>>
>> Our aim with Splice is to get people to see immediate value with our core
>> - then they can either continue to exploit it within their existing tools,
>> or they can move to Creation Platform and start building more complete
>> applications. I think R&D teams are more likely to get sign off on
>> something like this if they have already demonstrated the core performance
>> capability elsewhere. It also helps establish trust in the company with
>> relatively low risk - "let's try and write a KL deformer in Maya and see
>> what we think" is a lot less involved than "let's implement our custom data
>> type in their real time renderer".
>>
>> There are a few companies that immediately 'got' Creation Platform -
>> generally because we either knew them well already, or they had a similar
>> design philosophy with their existing tools. The cool thing is they are
>> starting to push on Creation in interesting ways, so I'm looking forward to
>> some case studies from them later this year. It's pretty awesome to see
>> people building things we didn't even think of yet!
>>
>> If things continue to go well I promise to give Fabric dunce caps to
>> those that want them :)
>>
>>
>>
>


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