Hiro, thank you for actually responding point by point with your assertions.
Quote:
Originally Posted by
Hiro 
That creation isn't considered realtime. Yes you are looking at your views in real time, but they aren't fully rendered scenes. You cannot push a term meant to describe the timeframe of final rendered content to suddenly mean something convenient when talking about working views
We seem to be divided by a common language.
http://en.wikipedia.org/wiki/3D_rendering is a good start for learning the industry terminology
as I'm using it.
Quote:
"Rendering methods
Main article: Rendering (computer graphics)
Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photo-realistic rendering, or real-time rendering.
Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the goal is to show as much information as possible as the eye can process in a 30th of a second (or one frame, in the case of 30 frame-per-second animation). The goal here is primarily speed and not photo-realism. In fact, here exploitations are made in the way the eye 'perceives' the world, and as a result the final image presented is not necessarily that of the real-world, but one close enough for the human eye to tolerate. Rendering software may simulate such visual effects as lens flares, depth of field or motion blur. These are attempts to simulate visual phenomena resulting from the optical characteristics of cameras and of the human eye. These effects can lend an element of realism to a scene, even if the effect is merely a simulated artifact of a camera. This is the basic method employed in games, interactive worlds and VRML. The rapid increase in computer processing power has allowed a progressively higher degree of realism even for real-time rendering, including techniques such as HDR rendering. Real-time rendering is often polygonal and aided by the computer's GPU."
(emphasis mine)
Quote:
You cannot push a term meant to describe the timeframe of final rendered content to suddenly mean something convenient when talking about working views
Hardware/Viewport/Realtime rendering is the accepted industry term. Without getting too metaphysical (neither of us has any acid or weed handy, anyway), any view of my creations is a simulacrum, whether realtime and "low quality," or finalgathered/GI/HDRI/Photons/caustics/AAed in Mental Ray and "high quality"(Aka Software Rendered). There is no 'one true view' of a bunch of points in space represented on a screen. It's all relative, man... *smokes bong hit*
Quote:
Originally Posted by
Hiro 
Mudbox doesn't push 135 million poly's. Mudbox displays the highest subdivision level in the closest portion of the frustrum you are examining so you get the
effect of looking at a model that would need to have that many poly's if you could see the whole thing at full resolution. The parts that are out of view are not computed to that same level.
Agreed. What it does is allow seamless, real-time interaction with those 135 million polys. That's very clever programming. Now try Mudbox on a Mac. Go on, nobody's watching. See how many subdivision levels you get to. 4? Now orbit the object. now subdivide again. You're in for a surprise I don't want to spoil.
Quote:
Originally Posted by
Hiro 
And the subdivided poly's aren't even all there, just the rules for how to compute them, they are algorithmically described so they only actually exist as the render (my edit: AKA GRAPHICS CARD rendering?) needs them. It's a useful trick. A very clever one, but it isn't rendering but 10% of that many actual poly's in a scene. Not having to keep all those poly's around all the time is one of the reasons subdivision schemes were developed in the first place.
And mudbox leverages GPUs
very heavily, and thus OpenGL implementations as well, to do it. Crap GPUs, crap OpenGL, crap mudbox performance.
Quote:
Originally Posted by
Hiro 
The money renderers, not game engines, never hit the OpenGL pipeline as it is designed, they use the GPU shader engines independent of the pipeline. You are complaining about something that doesn't affect the final output speed in any appreciable manner. You event allude to that farther down in your post! I also can't speak to one modeling package implementation over another, as there are lots of things, actually most things, in modeling packages, that can suck and not be OpenGL related at all.
Quite possibly. But since the two things Apple actually has control over are, 1. GPUs in the "Pro" Mac, and 2. Their OpenGL implementation. And 3, to some extent, the optimization of the drivers for those GPUs, as Apple has taken the reigns on those.
Quote:
Originally Posted by
Hiro 
You complain about non-game problems completely in game terms. The technical underpinnings of game and non-game graphics are two entirely different beasts which have had very little code level overlap until VERY recently, and that's really still research and demo stuff. I'm not answering what you want to hear, as opposed to not answering your question. That's not my problem.
The new Viewport 2.0 in Maya, ie: the realtime 3D, hardware render, portion, was finally brought up to modern game-level performance. IE: support for normal maps, spec maps, primitive hardware lighting, etc. You can view a vast scene, and as you dolly back, the textures are mip-mapped down in resolution, and as you zoom in, the are up-rezzed. All this with no performance penalty as compared to viewport 1.0, in fact, it's faster. Why? They used modern game engine techniques. Too bad it doesn't run at all on my current GPU.
Quote:
Originally Posted by
Hiro 
I don't know every vendors name for every feature. When I have coffee with other gents at conferences and catch their technical presentations the talk isn't about trade names, but how we did neat new stuff.
No worries, I just thought something may have slipped past me in that regard in Maya 2011.
Quote:
Originally Posted by
Hiro 
I didn't downplay you as a student. I told you to go back to school to study something you displayed you knew little about. Yes that would make you a student, and if you think that's a dirty term I feel for your students. I still audit classes from colleagues and mentors, I'm happy that I can still be a student at times, I get to learn new things that will allow me to come up with new techniques. When you decide you are the last word and don't want to be a student and learn about new stuff, it's time to start thinking about a new field because you will be on the fast track to obsolescence.
I got into this field precisely because I'd always be learning, always be challenged. The more I know, the more I realize
how little I know.
Quote:
Originally Posted by
Hiro 
You teach content creation. I build and teach the guts that make your line of work possible. Both of those levels are critical, but they have different skillsets and technical knowledge requirements without a lot of hard overlap. I don't expect everyone to know the deep dark secrets of how we fake thinks on your behalf. When you start trying to tell us HOW the tools work under the hood, and you are incorrect, you better go back to square one. If you want to talk about that level, go back to school and learn that.
It's precisely because of your claims (and i believe them) that I cannot believe you are/were of the opinion that Mac's are 'go-to' for 3D work.
There's no rendering advantage at all, in your software render sense. In fact, in light of Cuda, etc, the are huge advantages for other platforms right now. The CPUs in Macs are (
at best) the same as Linux and Windows.
In my hardware, real-time sense, I look at
this $2499-$3299 Mac, with its 512MB GT 120, and laugh.
Thus, all else being equal, I'd posit Macs are either a poor choice for 3D, or an
extremely poor choice for 3D. I'd love to think otherwise, but I am slapped with Apple's decisions in this regard
every single day.
Quote:
Originally Posted by
Hiro 
Thanks, but no. If you can't write that displacement map rendering code to a game engine you really don't have the handle on OpenGL you think you do. You can use it and understand what it can do for you visually, but were you ever fluent in RedBook and BlueBook? The tools hide those implementation details, make the visualizations manageable, and using them at a high level is a talent that frankly I don't have, nor desire to learn at this point, I have plenty of other new areas to work that will eventually make new tools for folks like you.
Great. And no, I don't know OpenGL programming, just a few creative softwares.
Quote:
Originally Posted by
Hiro 
I have no idea if that was application level snafu or OS/driver/card level snafu. Most likely application level though, it almost always is. That just happens to be a longstanding tenet of software engineering, 98% of the time it's the application programmer's fault.
There's a mix of variables in there, no doubt. But again, decent GPUs would be one way to alleviate texture memory dearths, and speed realtime interactivity frame rates, as is needed by 3D creators. And Apple could
also work on making their OpenGL faster,
to compensate for their crap GPUs, But instead, they do
neither. Those are the 2 things they have
direct control over. Either one is a deal-breaker. Both is unforgivable, to me. So I'm looking elsewhere for my next machine.