Re: Replacing the shadertree? Possible?

Date : Thu, 15 Jun 2006 18:18:38 +0000
To : XSI(at)Softimage.COM
From : "brad" <brad(at)cg-soup.com>
Subject : Re: Replacing the shadertree? Possible?
The word for the day today: "Anticipointment" - (http://en.wiktionary.org/wiki/Anticipointment)

>  "...Mental Ray is on the verge of releasing new shader technology called
>  MetaSL as well as their own shader GUI called mental mill..."
>  
>  I am so excited about this! i have been reading about MetaSL and mental
>  mill since mid 2005. Artist friendly shader writing! woot.
>  
>  Luc-Eric Rousseau wrote:
>  >
>  > Let's just agree that you're a Messiah user and you're looking at the
>  > rendertree from that angle.  XSI could use a revision of its basic
>  > shader library, but it isn't the best of time for this at this exact
>  > moment, because Mental Ray is on the verge of releasing new shader
>  > technology called MetaSL as well as their own shader GUI called mental
>  > mill.  Both of which will have serious impact on how clients aproach
>  > mental ray shading in the future.
>  >
>  > On the side of non-metal ray shading, there is of course massive
>  > movement happening in realtime shading, and companies still focusing
>  > on solving the problems of shader networks for classic ray tracing
>  > might very well be making tools that may end up working clumsily in
>  > the GPU future when problems will be approached differently and the
>  > workflow no long maps exactly.
>  >
>  > With regards to render tree workflow issues such as lost nodes when
>  > recycling, and population of factory menus with custom shaders, we're
>  > looking into these issues. Both of these are user interface issues,
>  > and I'm the manager of that team.
>  >
>  > With regards to the contribution of Softimage staff to threads such as
>  > particle discussions, it isn't really reasonable to extrapolate the
>  > company's interest or direction based on mail contributions there.
>  >
>  > First, people such as myself, halfdan and other egineers avoid making
>  > statements about potential or future releases.  Second, I don't really
>  > think anything more needs clarifying on that issue, and aren't we just
>  > tired of talking about that topic.  Thirdly, as engineers we know
>  > first hand that even if we decide to do something, generally
>  > everything takes longer to do than we hope, as we gather all the
>  > pieces necessary to make it really useful in production.  It's best to
>  > instead show stuff that actually works, in previews, betas, then
>  > tradeshows.  We know anything need iterations and interaction.   It's
>  > isn't real until it's there.
>  >
>  >
>  > > -----Original Message-----
>  > > From: Thomas Helzle
>  > >
>  > > Well, that sounds like a very good idea, but so far I wasn't
>  > > under the impression that Soft is interested in the whole
>  > > render business too much. MR feels like an orphaned appendage
>  > > that is only getting the most basic attention when new stuff
>  > > is delivered by Mental Images.
>  > > I can't feel the usual Softimage-Touch or -Genius that I can
>  > > see in modeling and subdivision surfaces etc., neither in the
>  > > render tree implementation nor in the available nodes.
>  > > There is no "artistic" approach in them, but they look more
>  > > like a tax-accountant would do them: complete, stable, but
>  > > 100% uninspired.
>  > >
>  > > There is no beauty in the procedurals, there is no cleverness
>  > > in the materials and no feeling for "reduce to the max" in
>  > > the whole thing - you could also call it "Zen and the art of
>  > > shading", "Love for the subject" or "The beauty of
>  > > simpleness". Not simple as in primitive but simple as in
>  > > non-confusing, non-clumsy and non-cluttered. The priority for
>  > > me personally would have to go from bread and butter everyday
>  > > tasks which should be easy-to-do no-brainers (f.i. bump
>  > > mapping) to enough control for the special task with higher
>  > > and highest demands.
>  > > (I find it interesting that the other main area of complaint
>  > > is particles, which were also bought into the package and
>  > > lack "the touch")
>  > >
>  > > Since Softimage is a 100% commercial company and doesn't tell
>  > > the users what's coming down the pipeline, you can either
>  > > "hope" that mother Soft will do it eventually in version
>  > > 6/7/8/9..., or you take it in your own hands to have it fixed
>  > > in given time. I guess most studios do that anyway. Kim wrote
>  > > usable nose shaders first thing it seems ;-)
>  > >
>  > > If Softimage wants help, I am sure they know how to ask or
>  > > look for it.But without active interest in the matter from their side, I
>  > > don't see much use in running against the corporate walls.
>  > > I found the "Particle/Node system" discussion and thread very
>  > > interesting, but I was missing the active involvement and
>  > > interest from Softimage. Did it any good? I don't know.
>  > >
>  > > So for me it is back to grassroot development where things
>  > > aren't that buttoned-up :-)
>  > >
>  > > Cheers,
>  > >
>  > > Thomas Helzle
>  >
>  
>  --
>  Steven Caron
>  doer of things somewhat technical
>  scaron(at)omation.com
>  949-366-4422 x601
>  
>  
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