Do you guys think there is a top list of nodes in ICE and compounds you all use that cover 80% of what you do with the toolset?
Heh, it'd be less work just undo-ing the EOL decision instead of reinventing the round wheel to a square one.
Yeah. The question itself, as well-intentioned as it may be, suggests such a fundamental misapprehension of ICE and why it's useful that it seems to confirm the worst fears of many of us.
Nope
And Bradley put it so well that there is nothing else to say.
At this moment a U turn is the best Autodesk can do.
Or the guy that in the meeting raised his hand and said "why we don't kill Softimage..."
Correct me if I am wrong but Bifrost at this moment seems to me that it is only for fluid sim from that article. What about the rest that ICE is for?
Let me ask a very open question to Paul Doyle. Paul when people say the creators of ICE work at Fabric do you agree? Many on the Bifrost team would argue they were just as much a part of it than the hard working guys at Fabric. I think it is great that there are two companies following this path and that will only mean competition which is a good thing but I do believe there are many people who came together and not just 1-2 who drove the whole thing.
this, so much fucking this!!!!
From:
softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: 15 March 2014 19:31
To: soft...@listproc.autodesk.com
Subject: Re: "Top List of ICE
Nodes That Cover 80% of What You Do With TheToolset"
This is what concerns me about the future for where Autodesk takes their DCC flagships. Bullet-point thinking.
It's not any specific list of ICE nodes that make it so powerful and useful, rather it's how well it plays within the data structures of the rest of the application.
Everyone who ever looked at ICE from the outside, without ever going
into the daily battle that is production, simply saw it as a particle system
(and maybe tipped their hat to it's clever ability to multiprocesses). And
despite the SI community's repeated insistence ICE was far more important than
that, a particle system is precisely how it was marketed by Autodesk, providing
continuing evidence that Autodesk didn't know what they actually had, didn't
want to listen to the people who were actually using it... or didn't care.
In real estate, they say the most important things are location, location,
location. In CG production, the most important things are workarounds,
workarounds, workarounds. ICE has provided SI users with a highly potent,
splendidly integrated, reasonably artist friendly, visual node based toolkit
for discovering and developing production workarounds, without having to resort
to coding for every little thing. Particle effects are merely a byproduct of
the system.
It was through interacting with ICE that I developed a much more profound understanding of CG data structures, an intuitive sense of how the linear algebra drives transforms, of how I could influence operators to do the things I could only imagine in times past. Every day in production is a day of experiment and discovery using ICE. Do you have any idea how empowering that feels after years of waiting for technical help from developers that never arrived?
Furthermore, after years of tech experimenting and workarounds with ICE, my ability to develop non-ICE tools for animation, deformation, etc, had increased drastically. Tools that used to require a week for me to work out the math, I could develop in less than a day, because ICE had both provided me with enough practice to greatly enhance my thinking, but also because I could use it as a prototype laboratory to quickly hash out more difficult concepts, prior to sitting down to write out the code.
If you're wondering why people are concerned about life without XSI, these are some pretty major reasons. You're going to have to convince us the future of node-based work in Maya/Max isn't a bullet point list of nodes for creating particle or fluid sim effects. Rather, that it's a fully developed, operator development kit, from which particles, fluids, simulations, and all kinds of production workarounds, workarounds, workarounds are possible!
-Bradley
Sent from my iPhone
Can you move the question to Chris to a new thread for when he gets back online. Thanks
(...) ICE was derived from a very novel programming methodology that had fallen out of favor and which is why Fabric can start up with no harm of IP infringement on ICE. (...)
I understand why everyone here is skeptical about our ability to innovate or trust what is being written. We have to show progress on these topics in short order and keep it up or you will find other solutions eventually.
Graphical programming/data flow graphs are not a programming methodology. ICE is based on a functional style programming like the type you see in Scheme, Clojure from Google, and even Lisp. This methodology was very much out of style in the object oriented C++ world of the 90s. Bringing it back in ICE was what I was talking about as what was novel (i.e. not the standard practice)
(...)
ICE, Fabric, and Bifrost are leveraging programming methodologies that started in the 60s and are owned by no one.
(...)
Fabric started out on their own with a clean slate and nothing I said implied differently.