https://www.caustic.com/gallery_movies_ ... h2012_Maya
https://vimeo.com/47960302
now how many of you would love a viewport like this? read everything, from shave&haircut to carpaing and paint effects..
we have the HQV
But it has happened before, hasn't it ? Remember back when people fled from the Lightwave camp en-mass to come over to the Softimage side ? People were really fed up with NewTek back then, and that, combined with the "3democracy" pricing, as well as the fact that XSI was the easiest-to-adapt-to package for an ex-Lightwaver, led to many people leaving and never looking back.Hirazi Blue wrote:Ah, the mythical mass migration away from Autodesk... The sad truth is that it will never happen! Users tend to be fiercely loyal towards the product they are familiar with and use in production. Not out of some kind of brand loyalty, but because they need this product to get the job done! In my experience, all the bitching and moaning on the different forums hardly ever seems to amount to many actually taking the plunge to adopt new software. Autodesk really hasn’t got anything to worry about in that respect. And should a product itself be killed, for instance if Autodesk eventually decides to kill Softimage (read it again: ”if”, not “when”!!!!) I am pretty certain, most Softimage users would take Autodesk up on a nice side-grade offer and would start to use Maya or Max, instead of looking elsewhere. They'd bitch and moan about it for a while, but they'd start using it nonetheless...Ramon wrote:this policy of development of AD just help people migrate to other software
Life is good for Mr. and Mrs. Autodesk... ;)
Actually that tech in the video is a raytracing preview fully running in viewport and reading mental ray materials.Nizar wrote:I don't like HQV (cycles and modo (without disturbing GPU and with a preview very close to final render) are many steps forward IMO), but HQV is an half baked feature. I don't think, using the integrated mental ray, they can match the speed showed in this Caustic video, but can improve the quality in next release (High "Quality" Viewport is not a well guessed name)
I fully agree, that it is possible! I just don't think that it's very likely. I personally even have my doubts about the "mass" migration to Houdini. To some this would no doubt be a logical step, but most users will still look more for a "generalist application" to replace Softimage, if it were to come to that, I guess, while I would still rate Houdini as more of a "specialist application".nixx wrote: I 'm not saying it will happen, I 'm just saying it's possible.
as far as I know, a "mass exodus" to XSI has never happened. We all know people who have moved from Lightwave to XSI.. but that number is in the dozens. There was a mass exodus from Softimage to Maya earlier in the century, however.. those things can happen around technology change.nixx wrote:But it has happened before, hasn't it ? Remember back when people fled from the Lightwave camp en-mass to come over to the Softimage side ? People were really fed up with NewTek back then, and that, combined with the "3democracy" pricing, as well as the fact that XSI was the easiest-to-adapt-to package for an ex-Lightwaver, led to many people leaving and never looking back.
Well according to people I know in place where I'm live, actually no one "switched" from Lightwave to XSI. Many of them tried, but they didn't have a time or willing force to learn a completely new 3d app. Anyway there is area of freelancers, small shops, occasional users, employed people who still want 3d app for small gigs here and there.... where LW and Cinema 4d are tradition, and now Modo become a player. And no one of three AD apps. OK a few architects have the oldest possible Max and newer possible V-Ray . Love falls when it becomes to licensing schemes. Me to, I love Softimage and Max, but not enough to pay the offense called AD subscription ( it's NOT nearly the same as AVID subscription, when it comes to final price ). How wide is that area, really hard to say.Ramon wrote: But it has happened before, hasn't it ? Remember back when people fled from the Lightwave camp en-mass to come over to the Softimage side ? People were really fed up with NewTek back then, and that, combined with the "3democracy" pricing, as well as the fact that XSI was the easiest-to-adapt-to package for an ex-Lightwaver, led to many people leaving and never looking back.
you have excess to technology called mental ray and iray. it would be easy for ad to implement this framework to get realtime feedback with full shading. you can also use the mia mat for booth, so you dont have to create special shader for realtime and offline rendering. it can run on gpu and cpu, the tech is here and you only need to implement this (the city demo was using alembic and was rendered with nvidia shaders btw).luceric wrote:Autodesk actually does have interactive GPU/Raytracing render, but it's in Autodesk Showcase. You can do fun interactive stuff like drag the shows to position lights and all of that stuff. Maya's viewport 2.0 and Max's Nitrous viewport shares technology with showcase, but not the raytracing.
you're not going to see any impressive ray tracing development in M&E, because they don't do that. There are tons of renderers, the best thing to do would be to focus on the realtime viewports, API and kick mental ray off the curb. The rendering stuff at Autodesk is RapidRT and Showcase. Now was anything impressive last year... that depends on your area of interest I guess. I was impress by GPU cache demo with the city of venice in Maya http://www.youtube.com/watch?v=7n6s-w63IRc, the Direcx11 viewport, the mudbox gigatexel http://www.youtube.com/watch?v=exnEDYKqNyM The ICE crowd stuff for sure is technically interesting, since it's all basicly open source compounds in ICE, so it's basically built with what's already in ice, except the gpu instancing stuff
As you know, Softimage doesn't implement iray, which is a separate renderer, but 2013 uses mental ray's real time stuff already, including mia material. that mental ray CPU/GPU tech is already what you have. And that's also used in Viewport 2.0 and the Nitrous viewport. It doesn't actually give you much for free, that's not how the gpu works. you still need to write your own code for lighting, environment maps, and generating shadows in multi passes, and all sort of stuff we take for granted and that's why they are so much work to implement. You have to write a whole new OpenGL engine to get even basic lighting effects. in the softimage 2013 viewport we used everything we could easily use from mental image, and added code to generate shadows and multisampling on top of our existing viewport. (Iray doesn't do anytning for you viewport, it's like a separate renderer like Octane) In Maya and Max they wrote an entire new viewport engine architecture that is very game engine like and the mental ray material stuff is an optional component. In our case we did just the work we could afford, which is to finish up the mental ray metaSL integration.Kzin wrote:you have excess to technology called mental ray and iray. it would be easy for ad to implement this framework to get realtime feedback with full shading. you can also use the mia mat for booth, so you dont have to create special shader for realtime and offline rendering. it can run on gpu and cpu, the tech is here and you only need to implement this
i think thats the problem. the users and ad talks about different thing then they talk about realtime viewport. the users i talk about when it comes to realtime viewport (mostly lighting/shading) always, ALWAYS thinks about a fast realtime feedback of the rendered scene and NOT a new opengl thing which is completly disconnected from the offline renderer. why not implement progressive rendering in the viewport, when you say iray will not be available. why ad is coding a completely new thing and not integrating current tech, short time wise? i think it would be good that ad states in which direction they want with it. what users they want to adress.luceric wrote:as far as I can tell, you're replying specifically about softimage now.As you know, Softimage doesn't implement iray, which is a separate renderer, but 2013 uses mental ray's real time stuff already, including mia material. that mental ray CPU/GPU tech is already what you have. And that's also used in Viewport 2.0 and the Nitrous viewport. It doesn't actually give you much for free, that's not how the gpu works. you still need to write your own code for lighting, environment maps, and generating shadows in multi passes, and all sort of stuff we take for granted and that's why they are so much work to implement. You have to write a whole new OpenGL engine to get even basic lighting effects. in the softimage 2013 viewport we used everything we could easily use from mental image, and added code to generate shadows and multisampling on top of our existing viewport. (Iray doesn't do anytning for you viewport, it's like a separate renderer like Octane) In Maya and Max they wrote an entire new viewport engine architecture that is very game engine like and the mental ray material stuff is an optional component. In our case we did just the work we could afford, which is to finish up the mental ray metaSL integration.Kzin wrote:you have excess to technology called mental ray and iray. it would be easy for ad to implement this framework to get realtime feedback with full shading. you can also use the mia mat for booth, so you dont have to create special shader for realtime and offline rendering. it can run on gpu and cpu, the tech is here and you only need to implement this