CompuServe Thread

#R3 vs. Silicon Garden

19 messages in this thread
#63986From: Roger DanielsenOct 28, 1993 5:50 PM
No, Gary, nobody's perfect, but an awful lot of R3, itself, does come pretty close. I did just try a test render of Willow, and only got what looks like a bunch of strings hanging off the ends of branches. I could send you another sample if you would like. The deciduous, roses, and other stuff do seem to work. I thought to be a beta tester, you had to live in California, and achieve some sort of sainthood status. <g> I did mention it to you at one time, but at that time, you told me you had plenty of beta testers. That was back around the release of R2. I am flattered that you would have considered me, though. In reference to the IPAS programs not being more closely tied to the core program, first of all, I will agree that 3DS is one of the most, if not the most robust animation package on the PC. So, I'm going to try to be really careful in how I say this because I do have great respect for you and the others at the Yost Group. But my frustration level, as a one man animation studio, with some of the IPAS routines is much higher than it has to be. I don't know how else to say it, but they just don't work as easily as they could. And granted, I may be somewhat spoiled by 3DS's grace and ease of use, but when you've got to turn out production work, you just don't have time for multiple test renders, all too often, where absolutely nothing is happening at all because the multiple sliders and dialog boxes have succeeded in confusing you, making 14 hours of rendering time all for naught. I know I'm not the only one that feels this way. I really feel that if some of these things were incorporated into the core program, a lot of the clumsiness could be worked out. I don't begrudge you, or anyone else, value for your efforts. I, myself, would rather pay more for the upgrade, and have these tools more closely integrated than struggle with third party applications. Gary, I do very much have confidence in your work. That's why I'm so sure these things could work so much better inside the program itself. With Topas selling for something like $700 to 3DStudio users, it was almost tempting, but I find 3DStudio to be too professional a package to jump ship and try to learn the idiosyncracies of something else. If you don't think I'm loyal, I could give the phone number of a couple of Amigaheads who might disagree. I do hope you're feeling better. We went through the flu 2 weeks ago and I'm still not totally up to par. I suppose I could have been more tactful, and relayed my original comments in email, but I didn't think in my moment of frustration, when blur.ixp was giving me conniption fits, that you would have considered the comments from somebody out here in flyover country to be urgent.
#64010From: John TissavaryOct 28, 1993 7:33 PM
I agree with some of the IPAS routines being very difficult to work with, though I tend to use them VERY sparingly. I have a very hard time doing visual work by numbers, which is why I'm not a programmer! I think the deeper interface in R3 will yield a new generation of IPAS routines that integrate more fully with the core program. I do not believe the IPAS's should be part of the package, as most major 3D packages (Wavefront, Alias, Softimage) are modular. The new IPAS interface will come MUCH closer to "modular" than the old one, and I hope that all developers out there put as much effort into the interface as they did into the actual effect. After all, what good is a fancy bit of code if "artsy" (mathematically handicapped in my case <g>) types can't make cool pictures with it? IPAS routines should not be interfaced purely through numbers and sliders, the approach should be intuitive. And I don't mind upgrading to a new version of a particular routine, or even waiting for it, if it will be easier and better to work with, and provide equal or better output.
#64057From: Schreiber InstrumentsOct 29, 1993 2:07 AM
Third party developers can better handle the vertical markets as they can have experts in those fields to tackle the problem. On the AutoCAD side you have a single general CAD program, add in third party programs and you have around 3500 programs avilable to solve a very very wide range of problems with the same base program. There are very few AutoCAD stations that do not use one or more third party add ons. When it gets late and the routines are requiring infinite teaking, just remember that the developers had to do the same thing only longer. After you have teaked with a routine for days the whole process sometimes becomes ablur. In any program the first release is always alittle rocky, they will improve with time.
#64159From: Gregory LeVasseurOct 29, 1993 12:59 PM
>>(mathematically handicapped in my case <g>) The politically correct phrase is "numerically challenged" <BG> Greg
#64247From: Don LandisOct 29, 1993 11:17 PM
>> I have a very hard time doing visual work by numbers, which is why I'm not a programmer! I'll ditto that comment. I spent quite a bit of time with just a few IPAS modules like hilite to get it down so I could be productive working the numbers. All in all, though. I'm just happy as can be that the stuff is even available at all. Therefore I can spend the time to learn it. I won't make the mistake in the future of ordering an IPAS to use in a tight deadline. Best to order and learn well when things are slow business wise. John, when I get frustrated with the lack of a gui on the ipas I just remember GRASP 2.0 or more recently POV. Then, I appreciate programs like 3DS and Topas. and IPAS.
#64350From: krazy imagesOct 30, 1993 3:35 PM
>IPAS routines should not be interfaced purely through numbers and sliders, >the approach should be intuitive. Now tell me an example of that.
#64150From: Yost GroupOct 29, 1993 12:06 PM
The time to apply for beta-testing is 7-9 months before a release. (ie, for R3 that would've been Jan-March of this year… for R4 it'll be Aug-Oct of next year). Right after a release, all we're interested in is recuperation and regrouping. Regarding IPAS programs being difficult to use… I don't mean any offense at all, but (as you said yourself) you're basically spoiled by the interface of 3DS, so you don't have any perspective here. Things like particle systems are so incredibly difficult on SGI systems that they're impossible to use unless you're a C programmer. Our IPAS routines for R2 were the first cut at some very complicated processes. And since the IPAS interface in R2 didn't allow for any graphic feedback or interaction, we had no choice but to represent everything with sliders, buttons, etc. We put a LOT of energy into making the IPAS3 interface in R3 capable of providing a high level of interactivity just for that reason. Again, we try as hard as we can, within a finite release schedule. You seem to want us to do more, and we just can't do the impossible. And instead of doing our own IPAS3 routines right away, we're putting all of our available energy into helping Autodesk make an IPAS3 SDK that'll make development easy for 3rd party developers. Regarding incorporating all this stuff in the core… totally unrealistic. I really wish you'd stop looking at us as miracle-workers, and start having some compassion for us as real human beings. We already work ourselves so hard that we're constantly on the edge of burn-out, just to give our customers as many capabilities to produce high-quality imagery as possible. Do you want us to push so hard that we end up in a nut-house? Or a morgue? If we tried to do what you seem to want us to do, we'd end up in one of those two lovely places. Please, give me a break. I need it. Thanks for the compassion, – G
#64179From: David J. MarksOct 29, 1993 4:07 PM
>>…wish you'd stop looking at us as miracle-workers… >> Please, give me a break. I need it. May I complement you on your tact and tolerance. I was ready to fire-up the "flame"-thrower, but others here have already stood-up in your favor. I must say that I'm kinda disappointed you're not a miracle-worker. Ho-hum, at least Santa Claus is real. <g> Sorry to hear about the flu… It sucks. Take care, – Dave
#64223From: SyndesisOct 29, 1993 8:13 PM
We all recognize that you're working very hard! But it's not like we're using a whip on you, right? You *are* working so hard for a reason, and I think it's green. 🙂 I certainly don't hope you're headed for the nuthouse or the morgue, but if you do, I'm sure you'll be able to pay for it. Meanwhile, turn the computer off as much as possible!
#64334From: Yost GroupOct 30, 1993 2:45 PM
I wish I _could_ turn the computer off more, but I feel too great a responsibility to my customers, and since Autodesk doesn't do direct phone support, my sense of honor requires that I help get people over the "hump" of installing R3 (hey, I know this stuff isn't easy). BTW, I'm really taken aback by your comment: >>You *are* working so hard for a reason, and I think it's green. 🙂 I realize that you were smiling there, but since you've been around for the past 10 years watching me do this, even on Atari computers for which we charged $79 for our 3D animation system, you ought to have a better perspective. As you know, we had a motion control scripting language, 3D liquid crystal shutter stereoscopic displays, video recorder controllers, 3D clip art (we were the first we that, as you probably remember… we even had suitable-for-framing blueprints done by Darrel Anderson that shipped with the clip-art disks and the whole shebang sold for $19.95). I worked myself just as hard then as I do now… it's been since 1984, and I've been pushing it for almost 10 years. At that time, we were constantly living hand to mouth, and nobody said we were doing it because "we were greedy" THEN. I'm still doing it because I've got a vision of what I can eventually achieve. And until I achieve that potential, the only thing that can stop me is "the morgue or the nut-house". I'm trying to stay 2 steps ahead of both. The fact that 3D animation has become more popular, and that Autodesk has done such a great job of marketing this stuff, is just gravy. Finally, money is as much of a constraint as it is a benefit. There are a lot of obligations and pressures that go with having a successful product (especially with a publicly held company like Autodesk) that are unique and not terribly pleasant. I just try to do the honest best I can, and hope that everyone else is working _with_ me as much as I'm working with them. – G
#64344From: SyndesisOct 30, 1993 3:32 PM
I'm sorry, I didn't mean anything offensive by my reference to profit. I certainly didn't say you were greedy, I said you were making money. I think making an honest buck is a great thing. I'm capitalist at heart, just short of "greed is good." 3D Studio is a product that makes money for a lot of other people, too: animators, third-parties, dealers, etc. The money you make personally is small change compared to the money-amplifying effects your software and 3D-related efforts have had over the years, no doubt. You've earned every cent! If you weren't concerned with profit, you'd still be on the Atari, right? 🙂 I know you know this, but users (collectively) will always be asking for the moon for $19.95, with a money-back guarantee. Don't let them get you down when they beg for more features and more quality software. Their requests are a strange kind of compliment, reminding you that they expect more quality from you in the future.
#64358From: Yost GroupOct 30, 1993 5:22 PM
I figured that your comment was tongue-in-cheek, but I guess I'm just too tired and my sense of humour has run down to near-zero. I think that your advice to turn the computer off for awhile is the healthiest thing for me at the moment. To get my enthusiasm and humour back I'd better unplug for awhile. I'm considering shutting down Sunday night and taking the entire month of November to chill out. I'll be gone from the 10th-on anyway. (it'll be a good test of my willpower, at least 🙂 – G
#64382From: CARL SMITHOct 30, 1993 8:56 PM
All right Gary. Now you let us into a portion of you mine. What is your final "Vision" in 3d animation? Or what would you like to achieve that would finally set your soul to rest and say "Their it is finally done, now I can go live in my south (or north) paradise"? ah, ah, ah,…. what, what, what, come on say it. Looking to the future Carl
#64443From: Yost GroupOct 31, 1993 11:57 AM
Although I'd LOVE to spill the beans and let you know where I'm going with our future products, I don't think the folks at Autodesk would appreciate my sharing my ultimate vision of where I'm taking this 3D stuff publicly. That would give you (and all of our competitors) a clear roadmap of my product development plans over the next 5-10 years. Suffice to say that we're nowhere near it yet. And if I can pull off what I think I can, things will be pretty exciting during the second half of this decade. We've got some "bad ideas" in our heads.
#64533From: Schreiber InstrumentsNov 1, 1993 2:18 AM
The 80's were the decade for CAD. The 90's are the decade for 3D. The current momentum of hardware and software innovations will bring us to an interactive threshold that we can only dream about today.
#64256From: Schreiber InstrumentsOct 30, 1993 2:29 AM
Well said. If you feel a routine is problem because you have to teak it a dozen times, remember the developer ends up running it easily hundred fold that. All the possible uses and options on these types of routines can not be checked. Some times the unplanned "features" of a routine provide something more useful then the planned features. To allow for the creative animator to create an unique effect often it is better not to polish the rough edges.
#64158From: Gregory LeVasseurOct 29, 1993 12:59 PM
>> I did just try a test render of Willow, and only got what looks like a >> bunch of strings hanging off the ends of branches. Roger, Try re-mapping the Willow (or the Redwood, or the Pine) by choosing Surface/Mapping/Adjust/Scale, clicking on the tree with the ALT key pressed, and re-applying to the tree with Surface/Mapping/Apply/Object. That should help. Greg LeVasseur
#64457From: Roger DanielsenOct 31, 1993 12:24 PM
Thanks for that workaround on the willow. My problems at the moment have more to do with the image processing effects, but I'll be able to use your suggestion on my next project, where I'll need lots of different types of foliage. Thank you.
#64490From: Gregory LeVasseurOct 31, 1993 8:08 PM
You're welcome. Gary et al. have come up with another workaround you might try. Save the file as an ASCII text file and re-load it. Make sure GARDEN.MLI is current. Have patience on the reload. Takes time.