Mwai Kasamale
12-08-2003, 04:08 AM
I was interested in what LW users thought of node based systems and their potential implimentation in LW
Node based or not LW functions fine without it, though I believe it would greatly improve with it. Maya R&D stated once in a paper regarding their software design process, namely for Alias Studio and related products used in Car design, that the primary reason to go node based in various areas, is that certain tasks are handled easier visually, than numerically.
I personally think Amelie (the expression tool is nice but pure math, I think is best done on paper (numerically) though this may be proven wrong when LW8's Ecpression editor is run through its paces), It was stated in the paper that as children we learn basic math on chalkboards and introductory instruction this way- able to understand through visual illustration processes and functions, however as we age the brain (namely the male brain) operates in such a way to handle complex calculations best by thinking about it, writing it down, then testing it. similar to using calculators to do maths.
Where it gets interesiting is where visual representation is more efficient and better as opposed to numeric methodology. Where colour, texture(feeling, bump), look, and size are related Men tend to instinctually prefer visual representation. ;)
As a houdini user I must say that Alias and SideFX, have done their research. A friend of mine at Softimage(a closet LW user) told me once that he hated LW's texture editor because , being used to XSI's node based texture system he found himself finding it harder and harder to use LW's editor- in effect swimming upstream. This is the primary reason why people who light and texture in highend appz like XSI, Renderman etc can easily transfer those skills to Maya, Houdini etc. So technically speaking moving from say Maya to LW's visual system is defying what scientifically good GUI design. More and more tools are shifting to this means of representation because, simply ITS EASIER and thus faster. Remember when everything was coded, God forbid we return to that.
LW WILL greatly benefit from a node based system. but in only certain areas. This is why XSI does not use node trees for everything like Houdini. It should be noted that Houdini, unlike Maya or XSI or any app for that matter is procedural and any other system would be idiotic for Houdini.Sabre (http://kaniserver.homeip.net/%7Ekonoha/psycho/data/sabre_manual/indexE.html) is a great tool but because of LW's code Sabre is limited to the plug-in architecture of LW. I use Sabre for everything I can in LW because alot of the functions in Sabre just cannot be done in LW's editor. NEWTEK should look to this developer as reference for future improvements to LW.
Which areas I think LW should impliment Node based systems:
-Texturing
-Shader Development (which LW plugin free does not support you are llimited to Phongy Blinny lighting models)
-Modeling
-Maayyybe Motion Editing (Graph Editor)
Just my 2 cents
Node based or not LW functions fine without it, though I believe it would greatly improve with it. Maya R&D stated once in a paper regarding their software design process, namely for Alias Studio and related products used in Car design, that the primary reason to go node based in various areas, is that certain tasks are handled easier visually, than numerically.
I personally think Amelie (the expression tool is nice but pure math, I think is best done on paper (numerically) though this may be proven wrong when LW8's Ecpression editor is run through its paces), It was stated in the paper that as children we learn basic math on chalkboards and introductory instruction this way- able to understand through visual illustration processes and functions, however as we age the brain (namely the male brain) operates in such a way to handle complex calculations best by thinking about it, writing it down, then testing it. similar to using calculators to do maths.
Where it gets interesiting is where visual representation is more efficient and better as opposed to numeric methodology. Where colour, texture(feeling, bump), look, and size are related Men tend to instinctually prefer visual representation. ;)
As a houdini user I must say that Alias and SideFX, have done their research. A friend of mine at Softimage(a closet LW user) told me once that he hated LW's texture editor because , being used to XSI's node based texture system he found himself finding it harder and harder to use LW's editor- in effect swimming upstream. This is the primary reason why people who light and texture in highend appz like XSI, Renderman etc can easily transfer those skills to Maya, Houdini etc. So technically speaking moving from say Maya to LW's visual system is defying what scientifically good GUI design. More and more tools are shifting to this means of representation because, simply ITS EASIER and thus faster. Remember when everything was coded, God forbid we return to that.
LW WILL greatly benefit from a node based system. but in only certain areas. This is why XSI does not use node trees for everything like Houdini. It should be noted that Houdini, unlike Maya or XSI or any app for that matter is procedural and any other system would be idiotic for Houdini.Sabre (http://kaniserver.homeip.net/%7Ekonoha/psycho/data/sabre_manual/indexE.html) is a great tool but because of LW's code Sabre is limited to the plug-in architecture of LW. I use Sabre for everything I can in LW because alot of the functions in Sabre just cannot be done in LW's editor. NEWTEK should look to this developer as reference for future improvements to LW.
Which areas I think LW should impliment Node based systems:
-Texturing
-Shader Development (which LW plugin free does not support you are llimited to Phongy Blinny lighting models)
-Modeling
-Maayyybe Motion Editing (Graph Editor)
Just my 2 cents
