hey andy

this is the first step in creating something like the 'stage' demo from
fabric engine...

https://github.com/caron/FabricArnold

i am excited about this and would love to collaborate with others in making
this a possibility. i agree and understand all you have outlined below.


On Tue, Mar 4, 2014 at 10:49 AM, Andy Jones <andy.jo...@gmail.com> wrote:

>  Since the rumor/news broke (and to a certain extent, before that as
> well), I've been putting some serious thought into plans for the future,
> and I want to share a few thoughts, as I think this storm will be best
> weathered together.  Every studio is different, of course, so what works
> for me right now may not work for everyone. To be clear, these are my own
> speculations at this time, and NOT any kind of formal plan for my
> employer.  The community discussion will have a big impact on our own
> internal discussions, though, so I think it is important to be part of the
> dialog.
>
> As we all plow forward, the hope is that we will leave a trail that makes
> it easier for anyone who eventually finds themselves on the same pathway.
>
>
> -- SCENE ASSEMBLY
>
> For us, the biggest hole left by Softimage's demise will be lighting and
> scene assembly.  This, and FX, are the main areas where we currently
> utilize Softimage, particularly in our NY office, but in LA as well.
>
> I'm going to run through some of the options I've looked at, leading up to
> what I think will be a good solution at the bottom.  Process of elimination
> style.
>
>
> - KATANA
>
> I've spent some (non-hands-on) time looking at Katana, and while it is a
> solid, powerful, scaleable solution to scene assembly, I feel it is
> actually too open-ended at the surface to address our needs.  I'm also not
> satisfied with how it presents shader networks to the end user.  I
> appreciate the flexibility of a nodal system at the core of an application,
> but what I actually want is a simplified UI that exposes all of that
> procedural power in a direct and consistent way.  I could see where Katana
> would work well for larger scale projects, but I have major concerns about
> how it would fare in small 1-10 man operations for commercials.
>
> A key requirement for me in a scene aggregator is also the ability to have
> an ICE-like procedural layer passing data directly to the renderer without
> caching to disk.  Caching is great for things with a certain data to
> computational complexity ratio, but in so many cases, you're better off
> either with a procedural callback, or data in memory.  Simple grass
> systems, feathers, hair, fur, rocks, leaves, fuzz, etc.  Largely with the
> help of ICE, we have graduated to an era where surfaces that need it can
> have more than just high res textures and displacement.  The issues above
> are likely fixable in Katana, but getting a procedural FX framework is far
> less likely to happen in the timeframe we'd need.
>
> For us, Katana being Linux only, also happens to be an issue (though one
> we could work around with enough motivation).
>



>
> - XSI
>
> Still the best tool for scene assembly at the moment, in my opinion.  It's
> important to remember that the software isn't going to stop functioning
> right away.  This means that we can make a decision based on 2-3 years of
> lead-up time, vs making the decision based only on what is available today.
>



> - FABRIC ENGINE
>
> This takes me to Fabric Engine, which I feel is the right answer going
> forward.
>
> The one negative thing about Fabric Engine is just that it's still really
> early days.  None of the software I would like to use built on Fabric
> Engine actually exists yet, so there's a development cost that will be
> required in order to make it happen.  However, this can also be a strength,
> as there's an opportunity to shape the final product in ways that are
> impossible with some of the more long-established players.  Even Softimage
> had many things that I would have done differently in hindsight.
> Streamlined offloading, lighter and more portable shaders/shader
> assignments, per-renderer materials, multiple partition sets, rule-based
> partition membership, to name a few.
>
> The timing for making a new scene assembly tool is also pretty good right
> now, as USD is on the near horizon, and is aiming to provide a standardized
> data format for this specific task.
>
> I'm also very encouraged by what we saw with the Stage demo earlier.
> While it is not currently available for testing, the ease with which the
> Fabric guys put that together speaks to the quality of the framework
> they're building, and really shows that it should be possible to build a
> standardized scene assembly tool fairly easily.
>
> Last, but certainly not least, any scene assembly tool built on top of
> Fabric will naturally have native access to all the proceduralism of Fabric
> Engine.  Although with splice, you don't specifically "need" it to be
> native, it does mean that there's one less SDK getting in the way of
> getting raw Fabric Engine power.  ALSO, the fact that Splice already exists
> for Maya, Soft, and soon Houdini, means that we can start building our
> procedural tools now, and benefiting from them before we even finish moving
> to a Fabric scene assembler.  In the meantime, both our Maya-centric LA
> office and our Soft-centric NY office can continue on their existing
> lighting pipelines without losing nearly as much development time as we
> would if we had to re-write all of our tools when we made the change.
>
>
>

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