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- A need to build shader networks for RSL or OSL, where they may not be well supported in a particular DCC.
- A need to hide scene complexity from the DCC - if geometry is in delayed-load caches and the DCC therefore isn't aware of individual objects, you can't use the DCC's native shader assignment tools.
- A need to do shader assignments procedurally by pattern matching or driven by an attribute, rather than explicitly.
- A desire to separate lookdev from the model and animation, so it's robust to changes coming down the pipe.
- A desire for non-destructive scene edits, where multiple render passes with entirely different setups can coexist peacefully.
- A need to do all this for huge scenes, where deferring evaluation as late in the pipeline as possible is a big win.
Of course, if none of this sounds useful, or your particular DCC already does it well, then Gaffer may not be interesting to you. If it is at all interesting though, I would suggest downloading it and giving it a go in its current form before continuing the discussion...
Anyway, I'm beginning to sound a little hard/overly-critical - that is not my intent - opening-up a source-code of a pipeline-framework is an admirable initiative - I wish more studios would allow their dev-teams to do that, so we could share more code/efforts.
why shouldn't we be able to hold scenes weighing hundreds-of-gigabytes all-in-memory at once at any given time, and have the DCC-app 'just handle-it'?
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I can think of several areas that Maya falls down.
For a start it is really bad at handling a lot of geometry. Mostly this is because standard meshes remain editable / animatable. This requires keeping around a lot more information and adversely affects memory. Geometry caches like Alembic do really help here, but this is a pretty new feature in Maya.
It is also useful to set up rules for modifying the scene - such as changing an attribute or a material based on an expression, attribute or spatial region. You can do this with Python or a plugin, but it is a destructive process and is hard to undo. In a tool like Gaffer or Katana, each node can retain it's own scene state so jumping between edits is as simple as picking an upstream node.
A node based view is also easier to manage. Eg you can have a scene loader node and wire it into a node to prune the scene with interactive controls. This would be really hard to do in Maya.
You could argue that Maya is procedural - but only to a point. I think it would drive you crazy trying to use the hypergraph as your main interface! (Unlike Houdini, Nuke, Katana, Gaffer).
It can also be useful having your own outliner. Then you can do nice things such as peek inside Alembic nodes (you would need a custom attribute editor too).
At this point you are only using Maya for its OpenGL display - which we have already established isn't that good - so it isn't a huge jump to creating your own tool rather than work around deficiencies in Maya.
Many studios have travelled this journey and come to the sane conclusions. The other good example of this is Katana. It is also considerably more expensive than Gaffer (to be fair it is a lot more mature as well).
I can certainly see good reasons for serving your studio needs more precisely than attempting to work around it in Maya.
Simon
You could argue that Maya is procedural - but only to a point. I think it would drive you crazy trying to use the hypergraph as your main interface! (Unlike Houdini, Nuke, Katana, Gaffer).