#Siggraph/MAX/WOW!!
Hello Everyone,
It's Friday afternoon and after doing my best to get around the southbound
LA-to-San Diego traffic I have finally made it home and am catching up on forum
activity of the last few days. If it's OK with all of you, I'd like to post
some impressions of what has got to have been the most impressive, motivating
CG show I've *ever* been to.
First, thanks to *everyone* who made the AMMEDIA/CIS '95 Siggraph party a huge
success! As BobR has mentioned, there had to have been >150 3DSers attending
what turned out to be a lounge-commandeering blow-out! By 9:30, David, the club
manager (who turns out to be someone I knew of during my R&R days back east)
basically turned the club over to us, running our demo reels on every screen in
the place!
He said: "Alan, tell your people they can have the whole place."
I said: "I think they've already taken over!" <g>
At any rate, it was great to see so many of you talking and having a good time
together. It's times like this when it's completely obvious that the 3DS
community is indeed a special one. Next year I think we are going to have to
actually rent a room, as we've really seemed to have outgrown small nightclubs.
I promise to do my best to retain the intimate, informal atmosphere that I
think we have all grown to enjoy. Thanks again!
(music swells)
Tuesday morning, 10:AM. MartinF and I walk past (thru) a huge, overbearing
purple people-trap called the SGI "booth". But guess what – very few people are
there. As we approached the Autodesk booth it was obvious why: The place is
jam-packed and spilling out into the hallway seven or eight deep straining to
see and hear what Gary and Jack are demonstrating — without a doubt the star
of Siggraph '95 — Autodesk's 3D Studio MAX for Windows NT!
Folks couldn't believe what they were seeing. Absolutely the most seamless
modeling, scene creation, and animation system ever shown on ANY platform! 3DS
MAX has been evolving since it's conception 3 years ago and it shows it. Users
will enjoy extreme environmental navigability, and an underlying infrastructure
designed to facilitate core-component ("CoreComps") plug-ins that work _with
the native interface and command structure_! Simply said, ANYTHING is possible
with the system, and it will NEVER seem out-of place.
The User Interface is clean, simple and elegant. Modeling is proprietary and
procedural combining every modeling trick in the book into a all-new concept.
Viewports update simultaneously with real-time rendered feedback. Animation is
a press of the "Animate" button away. Materials are created and applied
intuitively in the UI.
The complete feature list will be nothing less than staggering.
And if you think there will be a steep learning curve, I really doubt it. 3DS
has *always* been a very intuitive program to use. Now you can do all you ever
did (and much, much more), faster, easier, better, allowing your creativity to
be your guide, as you smoothly glide from one command to another.
"Driving" MAX has got to be like piloting an F-14 or a fine sports car.
Everything's at your fingertips, and you just sit back and steer the thing
while easily and intuitively affecting the proper input.
There has never been anything like it. By the looks of things, there may
shortly be very few *trying* to be like it. Our future has been announced.
As the release date draws nearer, I'm sure Gary & Co. will shed more and more
light on their wonderful "baby". Until then, as that guy in Jurassic Park said:
"Hold on to your butts!" <g>
Elsewhere in the very good-looking show, Jamie Carr's all-new In:Sync booth
drew raves for the NT-based Speed Razor. Running with DPS's PVR system on
Alpha/NT-based systems, Jamie showed us some real editing performance at a
fraction of the cost of a high-end NLE system.
Ron Scott personally demonstrated his High-Res QFX for WinNT paint program at
the Wacom booth. With it's non-MacIntosh oriented approach to painting and
image manipulation, It really seems much more oriented to the
animator/videographer than, say, PhotoShop. Like many of the original video
paint-boxes, you can paint *with* an effect as opposed to selecting an area
first and then processing it. And with it's introduction to NT, it will work
with any compatible video board instead of the Truevision products it was once
tied to. Sorta reminds me of some video-oriented paint systems on the early
Amiga. Should be great for texture maps. Very nice stuff.
Hardware-wise, the Alpha seems to be coming on strong. Everyone who is
developing for NT seems to be supporting it. I can only imagine that Adesk will
make an announcement soon concerning MAX's possible compiliation for the DEC
chip.
The Digimation folks were swamped as usual, with David and LaVina happily
showing products like Refraction Mapping and World Builder. 4D Vision (formerly
Schreiber Instruments) showed a new, desktop-based compositing system while
pledging continuing support of 3DS plug-ins.
The writing is on the, er, shirt, I guess… I don't know what will be the
bigger, more complicated and hard to complete job: Properly bringing SoftImage
to WinNT intact or integrating Wavefront and Alias into a single, seamless
program. Both companies (MicroSoft and SGI, respectively) have their jobs cut
out for them, and not a whole lot of time to do it in, especially after seeing
what Adesk has is the wings. Should be an interesting fall and Winter. I don't
think *anyone* spends more on shirt embroidery than these people. I wonder what
the Wavefront/Alias name will look like at CES this January?
All in all, it was a wonderful, stimulating show. This has gotten way too long,
so I'll defer some of the other highlights to other attendees here (there were
LOTS of them). It was great seeing and talking to all of you, and I look
forward to the next time we all get together!
Thanks for listening,
-Alan