RE: [Algorithms] Future of graphics question (maybe OT)
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From: Killpack, C. <Ch...@ea...> - 2001-05-31 16:41:36
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A graphics package such as Houdini is much more suited to this kind of content authoring. Houdini works in a very procedural way - you have a series of SOPS (Stream Operators) & CHOPS (Channel Operators - usually for MoCap, skeletal data) that do different things which you wire together connecting the output of one into the input of another. You can then editor the behaviour/paramators of each *OPS. It's a very powerful system but it's takes a while for artists to get used to. > That's exactly what would be nice to see, though. The full > power, without > the asm revealed. We've gone the normal way: we have VU code > that we do, and > when we need to play with the register setting packets, we do > that too, > leaving a (limited) palette of options for the artists to > choose from. It > works, but it's not ideal. Well perhaps. I am arguing that if you give people access to all the power then they can get overwhelmed by it all. I suppose however this is more a question of interface design - how do you present the data to the user? How does a user interact with that data? It's a tough challenge though: how do you shield the more complex systems away from new users while still keeping them available to complex users? Bury those complex features 6 menu options down? Hmm... I'm not so sure. A common complaint of 3DS MAX (which I hear from MAX-hating zealots) is that it takes several mouse clicks to perform some operations. But I digress.... and I'll shut up now. :) Chris > -----Original Message----- > From: Jamie Fowlston [mailto:jfo...@re...] > Sent: Thursday, May 31, 2001 2:13 AM > To: 'gda...@li...' > Subject: RE: [Algorithms] Future of graphics question (maybe OT) > > > I don't think Maya cuts it. I've not seen anything that does. > I'm not even > sure how it could work, at the moment. I'm sure it will seem > obvious once > it's been done :) > > [Snip] > I think people will add UI's for the user which feed results into > your plug-in which returns data back to the program for rendering > [/Snip] > > A lot of people are doing this already. That sort of plug-in > could be a > first step, but ultimately it all needs to be better > integrated into how we > work, I think. It also relies a great deal on the > representations we choose > allowing the artists to do what they want (or some suitable > compromise being > found). > > [Snip] > I admit that this system doesn't realise the full power of > vertex and pixel > shaders but I think a tool that reveals all features will be counter > productive - the UI would be messy, the system would be too > confusing and > people would get sidetracked into extraneous details. Such an > example of > this is providing them with an assembler and a text editor. :) > [/Snip] > > That's exactly what would be nice to see, though. The full > power, without > the asm revealed. We've gone the normal way: we have VU code > that we do, and > when we need to play with the register setting packets, we do > that too, > leaving a (limited) palette of options for the artists to > choose from. It > works, but it's not ideal. > > Jamie > > |