Showing posts with label asset management. Show all posts
Showing posts with label asset management. Show all posts

Thursday, November 17, 2022

Pipeline Movies

The pipeline is always with us. Even if we don't think about it, because it is different from studio to studio, it is exciting to see how they deal with it.

Old but gold (actually, Rhythm & Hues no longer exists, which is the most depressing story of all time in the industry).

Rhythm & Hues - A Framework for Global Visual Effects Production Pipelines - SIGGRAPH 2014 from Murali Anagani on Vimeo.


Since the ShotGun Software has been renamed to ShotGrid, which is a more PC name for a production tracking system :)

Tony Barbieri and Don Parker; The Shotgun Pipeline at PSYOP from Autodesk Media and Entertainment on Vimeo.


The best pipeline presentation(s) of all time (still ancient which is a bit of a sign that nowadays there are less intersting talk on that field).


Not soo long time ago there was a discussion hosted by Side Effects Software at Siggraph.


Or I'm just getting old and only have good memories from the far past—cinesite's presentation about generalizing pipeline and implementing fTrack.



Last but not least: if we are talking about the pipeline, it's unavoidable to talk about Katana. The exciting part is that people may think that Katana is a lighting & rendering tool. Actually, it is a pipeline tool because of the nature of rendering. If you want to render anything, you must create a complex system to flow the data from DCCs (digital content creation tools) to the render engine. That's where Katana comes in. So here is a brilliant presentation about Katana deployment.


Saturday, December 7, 2019

SideFX Procedural Dependency Graph

I think it is huge! 
I try to imagine how it will affect on the VFX intustry. I have to look closer, but I think it is a step toward a procedural pipeline and task management which is basically project-asset management from a bird's eye view.


All the details are here:
Side FX PDG

(updated on 2023-06-20 the link was broken so it turned out that PDG is now under Houdini which soft of a admission of that PDG is not software agnostic solution sadly)

Thursday, October 24, 2019

Universal Scene Description - Moving to the Next Level

It is reminiscent to this music:

So USD (Universal Scene Description) has been announced long long time ago. I wrote about it 2016. Major studios pleased to Pixar that they open-sourced their technology.
I thought during that time it could standardize pipelines some level. Because the main pipeline issue is always that how to transfer/share data from one process/software to another.

Now (4 years later) it seems the topic starting to be HOT. Software development companies like Autodesk and Side Effects Software step further to make available USD for users / companies which can't afford a big investment into pipeline development.

Side Effects Software


Autodesk

Universal Scene Description: Open Source at Autodesk from Autodesk Media and Entertainment on Vimeo.

The Foundry

Blender

Thursday, January 4, 2018

Heading toward a standard VFX pipeline - MaterialX

So as I discussed earlier open-source solutions in the VFX/CGI industry have huge impact. We can think of the OpenEXR or the Alembic formats for example.

Pixar's USD was a new level of the open sourced technologies beacause basically we can adopt a high profile pipeline solution originally developed one of the biggest 3D animation studio of the Globe.

MaterialX could be another milestone of the VFX/CGI industry however it is not clear for me how it will evolve. Quote from their description:
"MaterialX provides a schema for describing material networks, shader parameters, texture and material assignments, and color-space associations in a precise, application-independent, and customizable way."

If we look at USD in production viewpoint it is rather a tool for the 3D layout (whatever it means) and of course it is in connection with modelling, animation, fx. So it basically deals with geometries (maybe volumes as well) in a software agnostic way.

But MaterialX propesed to be a standard for look-development data transfer. So it should mean 2D (like textures) and 3D (materials/shaders) type of data in render engine agnostic way. If we think about in a long term it could means every rendering soultion would understand MaterialX data...we will see.

MaterialX was used on the feature film Star Wars Rogue one for example.


Thursday, November 20, 2014

Autodesk acquired Shotgun

Okay, it is not recenty news but for me it is because I do an extensive research on asset and project managment topic.
I found this a couple of month ago: Redcurrant. It is in connection with the Goosbery Project as I wrote before. As the open source community push forward the industry (not just CGI and VFX) it could be a viable idea to create an open source asset and project management solution. But as we know it is a tough-tough topic.
So what I expect from that acquisition? Is it all about the big fish eats the small one? Maybe. Because Autodesk provides lots of tools for VFX an CGI (but certainly not all of them) I think there is a need to establish a clear terminology for the industry. There is a global need of generalization I think. Example for that is OpenExr and Alembic.
What do I mean generalization?
There are lot of things which are the same for eg. in Maya, Houdini, etc. and whole the industry use these  concepts. Polygon, shader, render, etc. for example.
But lot of concepts are conceived at different vfx companies, universities and software developers, etc. which I think should be the same. Asset is a typical example for that. Is it a file? Or is it a set of file versions? Or it is a lot of small components which build a 3d character?
Another example is a status of a task. Task is a complex thing itself. About it statuses: there are ready to start, WIP, hold, pending, approved, completed, on feedback, daily, commented, reviewed, has revision, omitted, etc. In this list reviewed, has revision, commented basically the same. Certainly should be an exact definition for for statuses and certainly should be a clear picture how many status necessary for the project management.

There should be a standard definition for a lot of concept in connection with VFX-CGI.
I think a major player on the asset and project management field or an open source movement can affect the generalization of the industry. It might be Shotgun.

About Shotgun you can read here.
About the acquisition you can read here and here.