OT: Siggraph 2015 Next Month in Los Angeles.
ringo monfort
Posts: 945
The biggest computer graphics event is coming to Los Angeles next month.
Here some video clips.
Comments
Daz will be there with Daz Studio I be thinking .
DAZ isn't listed from what I can see. Not real surprising though, since they're kinda moving out the 3D app business.
interestingly, Reallusion is there....
DAZ 3D is not attending. To setup a both at Siggraph is very expensive and it doesn't really generate many sales.
I am attending to the exhibits to check out upcoming new technology and see other 3D applications.
Do keep us posted Ringo. I went to a Siggraph about 8 years ago... man there was stuff there that never made it to market. Agreed, some was humdrum ... but some was very cutting edge. Pretty interesting
- Don
Yeah, really the core purpose of SIGGRAPH is a technical/engineering focus for computer graphics. Like I say, it's where researchers present papers about computer graphics related stuff. The exhibits aren't reallly the main focus or purpose. But cool nonetheless. I've been attending forever. Can't stay away this year since it's close to home.
Hi,
Although DAZ won't have a booth at Siggraph 2015, we have been invited by NVIDIA to give a talk on sunday and a 30 minute booth demo on tuesday.
You can find more info here: http://www.nvidia.com/object/siggraph2015-best-gtc.html
Hope to see you there!
@Daz_ Vince, Good to know that a DAZ rep will be there. OT question, any bridges between DAZ Studio and other software beign considered - a la Vue, Poser, C4D? Inquiring minds want to know. :-D
When Ringo and I were demonstrating Carrara for DAZ a few years ago at SIGGRAPH, you wouldn't believe how many pros were jazzed by how easy it was to animate in Carrara. Good memories of that... Studio is pretty easy to animate in too you know. :-D
Great news. I did found yesterday that DAZ will be in the NVidia booth. I will be at Siggraph and going to pay them a visit.
An interesting tidbit I learned at Siggraph (which, BTW, came to an end today in LA)...
I readily admit I am totally clueless when it comes to gaming and related development apps. But some buddies were explaining to me about some stuff about gaming over some beers, and apparently one of the big name game development apps called "Unreal Engine" recently (late last year?) became a free app to anyone who wants it. Kind of like what DAZ did to D|S.
Now for those like me who are clueless about gaming dev apps, for me they are like taking the core functions of Carrara or D|S (rendering engine, animation, etc.) and making all of that stuff accessible to game developers so they can make their own games by adding their own characters, environments, etc. And much of the code of these gaming apps is some seriously cutting edge stuff, trying to get realtime feedback and realism at the same time.
So this Unreal Engine became a free app. Now why would they do that? Well, the catch is that if you develop a game with this free app you have to pay royalites to the company for any sales you get from those games. I think it's around 5% royalties. And what I found even more interesting is that theses guys even have a "marketplace" where they sell content. Kinda like DAZ.
Interesting.
Oh, and even more interesting...we went to this club last night in Gardena, and it was insane.....oh, wait...nevermind...different subject..
Thanks for the notification, Joe. Some interesting capabilities that are worth following up on. I notice that Unreal engine is not an all-in-one app like Carrara. But for those that model in another program anyway and just use Carrara for animation rather than stills, definitely worth exploring. For example, static meshes and skeletal meshes are intended to be made externally. They have a nice list of what functions would be done with unreal engine and what functions would be done externally on their web page.
"Editor-Created Content Vs. Imported Content
Not all of the content you need for your game is intended to be created within the Editor. Most of your artistic assets will be created externally, using such tools as 3ds Max, Maya, Photoshop, ZBrush, and others. Below is a very general breakdown of the types of assets that will be created in the Editor versus those that will be created externally."
Created in Unreal Editor
Created Using External Application
Game Levels
Materials
Particle Systems
Cinematic Sequences
Blueprint Scripts
AI Navigation Meshes
Precalculated Light Maps
Level Lights
Static Meshes
Skeletal Meshes
Skeletal Animation
Textures
Sounds (WAVs)
IES Light Profiles
Nvidia APEX files (APB and APX)
Yeah, have been planning to write a forum post about this, but have not found the time.
Looks like the game engines like Unreal 4 have come so far, that most 3D apps (Carrara or Maya) becomes outdated since you get high quality rendering like GI in real time, for free.
So maybe the "old 3D apps" becomes modelers for the free but advanced game engines is the near future...
Here are some interior scenes with realtime GI, both video and downloadable "free game" to run on your PC:
But there is a critical difference between the two types of apps, and that is "purpose". Game engines and what you call "old 3D apps" serve very different purposes, and therefore are designed differently. They share technologies and perform some similar functions, but their ultimate purposes are quite different.
Game engines are for guys sitting at their computers with a joystick and doing shoot-em-up in realtime, and apps like Maya are for teams of artists and professionals collaborating on a feature film.
Maybe someday it will all merge together somehow, but for now I think they will still be two very different markets.
True, for 100M$ movie projects I assume there are good and integrated tools for 3D, compositing and storage.
But for 100k$ projects, one more option is now available and you can do the movie and game assets at once...
This was discussed in another thread, and as I recall the big issue, asside from the "where stuff gets modeled", is the hard memory limits imposed by your graphics card, since everything's gotta fit in it, and not sure about traditional animation: staging and recording animations, camera and motion paths and all that, or generating multi-pass layers.
The real time rendering is certainly amazing.
- Don