Not a fan of NT, nor I trust them much after the Latewait Core shuffle, but
from what little you can tell from the video you might be selling it very
short.

In first place when something like this comes stand-alone infrastructure
and geo/scene management are important. Highly parallelized Alembic caches
with read-ahead alone is something you would really, really struggle to do
in Soft, not to mention you have to start from a 3rd party just to begin
(Exo's), or invest considerable resources on the propietary front to even
open the file's stream :)

The shapes don't look like they are just world space shapes, and they are
supposed to be fast/cheap, which leads me to believe it's a relatively
efficient local (and coherent) delta riding on top of the caches. While
it's all mathematically trivial stuff (and Soft has most of the piece and
has had them for years in fact), making it perform on multimillion entries
without blowing memory budgets and offering a decent editing interface (to
be seen if it does have one) is, implementation wise, non-trivial, or at
the very least effort intensive.

Lastly it seems to deal quite well with island recognition, scene objects,
and large meshes, all relatively seamlessly.

It's hard to tell much more given this is pre canned footage (and someone
somewhere is inferring it was sped up more than a fair bit), it might be
another LW core in the end, but I don't think, if it realizes the potential
they promise, it should be dismissed as something you can easily
re-assemble in another software, not when scale is a feature.

I invite you to try and load an alembic cache with 4000 objects and a few
hundred thousand points in Soft, and save (and manage) a few shapes both
coherently and discretely across the objects. If you get to edit it at more
than a frame or two per second to begin with that is ;)


On Wed, Jul 24, 2013 at 7:44 AM, Bk <p...@bustykelp.com> wrote:

> As far as I can see, it's the same as taking a frame into something like
> sculptris, remodelling it then applying the resulting sculpt back to the
> model as an offset shape in world space.
> You could do this on a subdivision if you wanted detail.
> It's nice to have a dedicated tool to do it rather than
> export-sculpt-import but if we had the sculpting tools in softimage, I
> think we could do everything this is doing, and a whole lot more.
>
>
>
> On 23 Jul 2013, at 21:44, Ben Davis <benjamincliffordda...@gmail.com>
> wrote:
>
> Hey guys,
>
> I keep a curious eye on Newtek as I started off on Lightwave 6 (no
> mocking, I don't have time to use it but I still like their product), and
> this really caught my attention:
>
> http://www.youtube.com/watch?v=iskaa6krwzQ#at=87
>
> More info on the website:
> https://www.lightwave3d.com/chronosculpt/
>
> Anyone using it already?
>
> --
> *Ben Davis*
> www.moondog-animation.com
>
> +1 (423) 313 9304
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!

Reply via email to