Re: Even Lightwave gets in front of XSI for a Maxwell plug-in

Date : Fri, 6 Apr 2007 14:24:30 -0700
To : <xsi(at)Softimage.COM>
From : "Matt Lind" <speye_21(at)hotmail.com>
Subject : Re: Even Lightwave gets in front of XSI for a Maxwell plug-in
Interesting.

Personally I was never interested in seeing how long I could work on something for the sake of saying it took so long. I was more interested in looking at something that was completed and figuring out how I could do the same or better with less time, fewer resources, and smoothest workflow. That's largely where I derive my techniques such as using nulls as deformers instead of shape animation. It always has, and still does, irk me to see models built with gigantic operator stacks and excessive numbers of polygons, or textures, or animation with Fcurves that look like they've been plotted when in fact they've been keyed by hand.

I think the longer timelines back in the day made for better product because it forced you to think more about how you go about things as there was a smaller margin for error. When a render took 3 days and the deadline was 4 days away - kind of put priorities in perspective to get things right the first time. My very first full length project using Softimage Creative Environment back in 1993 took me 5 weeks on an old Indigo to produce 3.5 minutes of footage. It was originally a stop-motion animation project, but due to lack of time I decided to give the computer a crack at it. I had a bunch of classes using various 3D softwares on the Amiga and saw Softimage as a step up, so I took the leap. My characters were simple teddy bears and roundish characters which had simple phong or lambert shaders and very basic raytraced shadows. No reflections, soft shadows, no mental ray, no FX, but frames took from 4-15 minutes each to render at 640x480. I learned real fast how to use sub region renders, the compositor, and other shortcuts to reduce workload. While renders were going I'd sit by the machine and scour through the software manuals looking for every possible corner cutting maneuver I could find and learned how to use tools for purposes they weren't intended. For kicks I exhumed that project last year and loaded up a few scenes. On my Dell Precision Workstation 470 here at the home, those same frames rendered just short of realtime using mental ray. My how far we've come.

One of the downsides of today's faster computers is people whip out trash so much faster and make, in my opinion, many more stupid mistakes because they don't have the patience to plan ahead or stop what they're doing for a few minutes to look at the progress (or lack of) and evaluate what truly needs to be done and why. Many developers are in the same boat. It's amazing how many people in this industry flounder or panic when the electricity goes out because they don't know what else to do with their time. ;-)


Matt

-------------------
Matt Lind
Animator / Technical Director
Softimage certified instructor:
   Softimage|3D
   Softimage|XSI
Matt.Lind(at)Mantom.net




Date: Fri, 06 Apr 2007 To: XSI(at)Softimage.COM From: j.g.ponthieux(at)LaRC.NASA.GOV Subject: Re: Even Lightwave gets in front of XSI for a Maxwell plug-in

This is an interesting take. Everything is relative I suppose. Normally I would tend to disagree with this assumption but I guess it really reveals my age and how long I've been doing 3D. 19 years ago when I set out to start rendering what would become my first broadcast piece, the render took in excess of two weeks. Mind you the scene had no HDRI, no GI, no Caustics, no Final Gathering, no raytracing, no shadows, no Phong shaders(we had Phong and raytracing but didnt dare use it unless we had a time machine), no Blinn shaders, no Anisotropic shaders, no textures from disk, no reflections, no refractions, oh yeah thats right I did say no raytracing.... sorry, no motion blur, no displacement, no bump maps, no area lights, no hair, no particles, no volume shaders, no well....no alot of things, you get the picture.

Basically everything was rendered in Gouraud(Lambert would be its general equivalent today I think) and I only had a 525x488 live framebuffer(not the XSI kind, a real honest to goodness hardware framebuffer) to store my texture maps ....uhh map with a bunch of tiny images painfully inserted between each other. All hot textures had to be stored in that space and this "global" texture had to be swapped for new textures when the old ones that had been used were no longer needed. There were render bugs galore, the frame would render in about 45 minutes to an hour and get sent immediately to this enormous VPR-80 tape machine. There was no render to disk, heck the disk was only 40MB, my ram was only 8MB and my cpu was a 386DX with a 24 bit "above board" graphics display and small monochrome menu monitor beside it. Pretty exciting huh!
Well, back then to say you managed to keep the computer, tape machine and render going for two weeks straight for something that took 3 months to model, 2 weeks to animate and another 2 weeks to render 24 hours a day at about 45 minutes a frame, yes that was something to be very proud of. You just completed something which few other people had ever done, and you wanted to do even more. Heck you really looked forward to rendering something in Phong! Wow that would be really kewl! Just, well....come back in several months, it might be finished, or maybe not. Whats really incredible is how much we looked forward too which was right at edge of our fingertips but still light years out of our reach. Features we had but didn't dare use because time prevented us from using it. Features which would have pushed the quality of our work to a new level not frequently seen in that day and time, but were so inefficient that their use would have prevented us from producing anything of worth in a timely manner.


The point I suppose I am getting at is that the industry has definitely changed. There was indeed a time when there was much to be proud of if you were able to model & texture something that would take days upon days to render. Even today I think there is a place for that, especially with all the rendering features which exist today which we did not have 19 years ago. Mind you that in general the goal for most artists today is to get the highest quality at the lowest render expense. That is indeed something to be proud of, but there is a time tested tradition in this industry of packing in as much as you can just for the sake of seeing how far you can push it, how much detail, how many parameters, shaders, etc, how much can improve the appearance, how many features do I have and how man features can I shove in there before I blow it up! An enormously long render may(or may not :)) be a testament to that success. In a production environment with deadlines it definitely may not be of much value, but strictly from an artistic viewpoint I think it still holds great merit. The trick is knowing where to separate the two.

Joey Ponthieux
NCI Information Systems Inc.
NASA Langley research Center
____________________________________________________________
Opinions stated here-in are strictly those of the author and
do not represent the opinions of NASA or any other party.


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