I just watched this vid:
[ame="
http://www.youtube.com/watch?v=xFZazwvYc5o"]Meet the Experts: Pixar Animation Studios, The OpenSubdiv Project - YouTube[/ame]
I checked out their website but I seems to get the plugin for Maya u need to have some programming skills.I am wondering if Autodesk has already included it in Maya since 2012 or they are yet to do so.
I noticed Modo already has pixar subdivs surfaces.I am also reading about a edge crease feature in Maya 2014 but its not pixars opensubdivs?About the ability to display high details in realtime,is that not the ubershader or is it different?
Do u think this could be used for realtime renders and could replace long render times?
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I actually hosted the Autodesk webinar, when we showed this technology and during the live Q&A yesterday the guys said that the Subdivs project at Pixar has been going for some time, as far back as Toy Story 2 (and maybe 1). It was clear to them with some of their asset complexity that it was something worth looking into going forward and now pretty much everything they do uses this stuff.
Pixar (and Disney) use Maya (and Mudbox) for alot of their stuff, so that's why Maya is being shown. However it was mentioned that they have been talking with other hardware/software vendors, such as Sony, Microsoft, Unity, Nvidia, etc, about how to implement this technology. And having the technology available on GitHub with a community contributing can only be good in driving this tech forward.
Many people will (obviously) want to know when this specific Pixar tech will be fully available in Autodesk products, but for official business reasons I can't comment on future products and features.
I can't confirm what shader is being used on the Turtle Barbarian model at approx 11mins into the video, but we do have a version of that scene that does use the new Ubershader and the DX11 viewport, but in our scene (not Pixars), we're not showing the Subdiv tech, more the DX11 and VP2.0 capabilities
Sure it could. Right now real-time technology is easily sufficient to be used in animated movies instead of using massive render-farms to make those movies. Activision recently shoved their human real-time RND, the human renders where better looking than Arnold renders in Terminator 4 (and that was 3 years ago). And they where using 2 years old laptop to run them in real-time.
erm, while game/real-time technology is no doubt reaching great heights, personally I dont' think we're quite at the point you say. If you're talking about frame based rendering I don't see any studios ripping up their renderfarms for a game engines and rendering in realtime. Though some are starting to explore GPU rendering.
Some of the render and simulation times and stats that I have seen (running into hours/days), suggest that there's still some gap between the technologies and methods, and that's before you move to the comping and grading workflows as well.
I think that's more than enought. Compare this to Final Fantasy Spirits Within. And no, real-time for movies doesn't mean that it has to be 60 fps, it can be 1 frame in 10K once for 20-30 seconds for final rendering. Quantic Dream "The Dark Sorcerer" also proves that we are at point where it can be used easily for animated movies.
If you can output passes from it, it can be used. Last time I checked you could get passes from CryEngine. While this engine is not top of the line at this point in time, I imagine that other engines (nextgen ones) also will allow something like this.
Big studios are too busy trying to not go down. They will not change their pipeline just like that. Smaller player on the other hand...
Its not that easy to change a piepline and though game engines may appear good enough, I don't think they're quite there yet. For example, I can't name the studio, but for a recent animated feature, the studio was using a 10,000 CPU farm and averafe render time per frame was 10.5 hours. That was considered a fast time.
Oh, and I know Javier@activision as well, he used to work at Softimage on Face Robot :-)
@mantragora I'm not a fan of long render times either.Real time rendering is already been used in a lot of studios to meet project deadlines.
I don't know 3ds max have catmull-clark subdivision yet or not ? I am looking for a modeling have that so i can easily transfer back and forth with maya ... and is modo really better than 3ds max in model ?