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ttAutodesk 3ds Entertainment Creation Suite 2012 ttEfficiency Research and Benchmarking ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research Introduction The 3ds Max Entertainment Creation Suite 2012: Defining a Coherent and Efficient Suite Pipeline...... Page 3 ttThis document presents key findings of a benchmarking Integrating the Entertainment Creation Suite: project designed to assess the Tapping all the available potential...... page 4 impact of the Autodesk® 3ds MotionBuilder: Overview...... page 5 Max® Entertainment Creation MotionBuilder: The Entertainment Creation Suite 2012 Pipeline...... page 6 Suite 2012 on the productivity MotionBuilder: Efficiency in Managing ...... page 7 of 3D professionals. MotionBuilder: Working with Capture Data...... page 8 MotionBuilder Creative potential: Virtual Studio Work...... page 9 ttMore specifically, the research project focused on three Softimage: Overview...... page 10 of the software products Softimage: The Entertainment Creation Suite 2012 Pipeline...... page 11 included in the 3ds Max Softimage: Realistic Fluid Simulation with ICE...... page 12 Entertainment Creation Suite Softimage: Creation of Complex Particle Systems...... page 13 2012 Premium: Autodesk® Softimage Creative Potential: Sophisticated Physical Simulations...... page 14 MotionBuilder® 2012, Mudbox: Overview...... page 15 Autodesk® Softimage® 2012 Mudbox: The Entertainment Creation Suite 2012 Pipeline...... page 16 and Autodesk® Mudbox® Mudbox: Sculpting Complex Objects...... page 17 2012 software, and analyzed Mudbox: Painting and Map Creation...... page 18 their potential impact on the Mudbox Creative Potential: Vector Displacement Maps...... page 19 efficiency and the creative Considering Return on Investment...... page 20 potential of the 3D production MotionBuilder ROI Scenarios...... page 21 pipeline. For details on Softimage ROI Scenarios...... page 22 the methodology used to Mudbox ROI Scenarios...... page 23 conduct these benchmarks, Methodology: How We Measure Productivity...... page 24 see “Methodology: How We Measure Productivity” at the end of this report. Table of Contents ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

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© 2011 Paramount Pictures & Marvel Entertainment, Thor, Image courtesy of The Third Floor t t t t t t t time. be planned and arranged inreal- complex scenesandcan shots tool for Virtual Studio work,where makes MotionBuilder apowerful scenes and animations also The speed for handling complex 3ds Max 2012 pipeline. makesita valuableaddition tothe and mixing different animations a scene; its ease for retargeting, high-polygon models are active in real-time —even whennumerous, complex character animationin handling and playing back MotionBuilder is capable of respects. complete 3D software inmany animation system that surpasses MotionBuilder is acharacter t MotionBuilder ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

MotionBuilder: The Entertainment Creation Suite Pipeline

Key Features MotionBuilder offers extensive Working with motion capture data is one of tools for re-using, retargeting and the key applications of MotionBuilder in the combining different Suite pipeline, but the usefulness of the software animations: data exceeds this specific area. MotionBuilder is sets from different a dedicated tool for efficiently managing environments and animations, and excels at managing, software packages. combining and retargeting animations. MotionBuilder can be used to plan complex Essential capabilities: scenes even when rigs are extended and Working with animations from different customized at a later origins and data types: Biped, HumanIK, stage in 3ds Max. keyframe animations, motion capture data, purchased animations that can come from certain other software applications. Efficiency and real-time playback of complex animations with large character sets. Device support for real-time motion capture, as well as certain other applications, for instance lip syncing to microphone input. Integration 3ds Max 2012 MotionBuilder 2012

Integration of MotionBuilder with the rest of the w Efficient animation handlingw On-line and off-line operates Sophisticated modeling Complex rigging, animation with motion capture Support for certain hardware devices Easier Entertainment Creation Suite 2012 Areas of Excellence w w w w through one-click data integration based on animation layers w Texturing and rendering combination of animation data from different sources w Excellent performance with complex scenes and casts. FBX asset file exchange.

Feature Overlap w Basic rigging and animation w Animation mixing and retargeting for single-source animation data (for pipeline purposes)

Manage/plan/import/mix Pipeline Logic Send scene/selected characters animations (even from different Send back to 3ds Max from 3ds Max to MotionBuilder origins), apply basic rig ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

MotionBuilder: Efficiency in Managing Animations

The possibilities In this example, MotionBuilder was MotionBuilder has the potential to act as used to combine the the animation hub running action from that can cover a wider array a motion capture of animation-related planning, managing and sequence with the processing operations more efficiently than the falling action from from a legacy core 3D application. project. 3ds Max 2012 integrates powerful animation and rigging features; yet it is generally far more efficient to achieve the same tasks in MotionBuilder than to confine them to the core application. This means thinking of MotionBuilder as the central application, where animation-related operations are first planned and tested. MotionBuilder has the ability to mix and work with many different kinds of animations; a task beyond the reach of many other core 3D applications. In addition, MotionBuilder can be used as a more efficient way of managing an animation library Combining portions of two different animation clips of different animation clips, regardless of (Combining a boxing motion from one animation, with the walking less than 30 seconds motion from a different one) their origin or type. Benchmarks Retargeting animation The benchmarks (Transferring animation from different origins from one 3 seconds MotionBuilder control rig to another) Our animation management benchmarks focused on retargeting, mixing and combining portions Comments of animations of different origins. 3ds Max Entertainment w MotionBuilder can more easily combine different animations that would otherwise be incompatible. Creation Suite 2012

3ds Max 2012 w Combining these animations would be much slower in 3ds Max. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

MotionBuilder: Working with Motion Capture Data

The possibilities Motion capture clean- up - in this case, peak- Motion capture is often perceived as the key use removal - is one of the key features for for MotionBuilder in the production pipeline; the working with motion program offers a wider variety of processing, capture data. characterizing and clean-up operations for motion capture data. In addition, MotionBuilder offers extensive device support, which allows it to act as a platform not only for off-line, but also for live motion capture, and it can handle both full-body motion capture and facial motion capture and animation. The benchmarks

The benchmarks for this project included motion capture set-up and motion capture clean-up: Motion capture set-up measured the time necessary to characterize an imported motion capture point-cloud, and to use it with a rig within MotionBuilder. Motion Capture clean-up benchmark Motion capture cleanup: The motion capture (Import raw motion capture file, select portions to be cleaned, 1 minute apply Butterworth, peak removal and key reduction filters) clean-up benchmark processed applying several Benchmarks clean-up filters on a raw motion capture file. Motion Capture Set-up (Import the optical data, pose actor, create marker set, use actor 10 minutes as source for other character with rig.) Comments

3ds Max Entertainment w MotionBuilder allows interactive, sophisticated motion capture clean-up. Creation Suite 2012 w Peak removal only removes unwanted peaks in the curve of motion capture data, but leaves overall curve unchanged.

3ds Max 2012 w 3ds Max 2012 provides only very limited ways of working with motion capture data. (standalone) ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Motion Builder Creative Potential: Virtual Studio Work and

The possibilities MotionBuilder excels in displaying Virtual Studio work, previsualization and scene complex scenes with numerous planning is an increasingly important use of 3D characters; this technology in the movie-making process and in makes it a powerful game development. tool for previsualization and virtual studio In this field, using MotionBuilder in work. conjunction with 3ds Max 2012 helps extend the virtual studio pipeline significantly. MotionBuilder integrates a highly optimized display engine, which offers real-time realistic display of complex scenes involving dozens of actors. In addition, MotionBuilder software’s device support has the capacity to integrate live motion capture into a scene and allows the director to interactively manipulate the camera within MotionBuilder scene using a handheld screen, while live motion capture is acquired by the system. © 2011 Paramount Pictures & Marvel Entertainment, Thor, Image courtesy of The Third Floor Pictures & Marvel© 2011 Paramount Entertainment, Thor, The benchmarks MotionBuilder Viewport Display 3ds Max 2012 Viewport Display Multiple-character Display Speed Benchmark: 1 character (40 000 skinned polyg.) real-time 11.5 fps Benchmarks 5 characters (total of 90 000 skinned polyg.) real-time no playback The benchmarks for this project measured the display speed in the viewport for several, 16 char. (total of 281 000 skinned polyg.) real-time no playback high polygon characters with plotted (baked) 32 char. (total of 563 000 skinned polyg.) real-time no playback animations. Comments

3ds Max Entertainment w MotionBuilder can display extremely complex scenes with many cast members in real time in the viewport. Creation Suite 2012 w Viewport display provides realistic display of lighting and shadows, as well as some particle effects.

w 3ds Max 2012 is a highly sophisticated 3D production environment. Integration with MotionBuilder provides a streamlined and more 3ds Max 2012 efficient previsualization pipeline for virtual studio work and scene planning, ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research ttSoftimage

ttSoftimage is a , animation and rendering system, that is well known for its capabilities in terms of handling large data sets, as well as the sophisticated particle systems effects it supports. ttThe inclusion of Softimage in the Entertainment Creation Suite Premium adds valuable functionality: thanks to the ICE (Interactive Creative Environment) tool-set, 3ds Max 2012 users can more easily tap the considerable power of Softimage to more quickly create and integrate near- realistic physical simulations into their projects. ttSoftimage software’s Face Robot® module provides interesting facial animation features for games engines.

Softimage: The Softimage: Softimage: Softimage Creative Entertainment Creation Realistic Fluid Creation of Complex Potential: Sophisticated Suite 2012 Pipeline Simulation with ICE Particle Systems Physical Simulations ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Softimage: The Entertainment Creation Suite 2012 Pipeline

Key Features Softimage ICE Softimage ICE 3ds Max 2012 makes it easier to Softimage provides 3ds Max users with experiment with a more easily accessible environment for a wider variety of physics-based creating particle-based effects. While effects: in this 3ds Max offers powerful particle systems, it does example, near-realistic fluid simulations. not have the same breadth of physical simulations (Image on the left.) and effects Softimage ICE provides. The Lagoa Once the cache Multiphysics engine included with Softimage is calculated by 2012 allows creative users to experiment Softimage, it is sent more easily (and with real-time feedback) back to 3ds Max, with sophisticated physical simulations where it is immediately that displayed. (Image on would be very hard if not impossible to realize the right.) with many other software applications. Integration Integration between 3ds Max 2012 and Softimage ICE is simpler: Sending the elements to include in the particle simulation to Softimage is a one-click operation that creates a dynamic link between the two applications.

Once the desired effect is created, Softimage 3ds Max 2012 Softimage 2012 calculates the particle cache and the animated particle cloud is sent back to the 3ds Max scene, w Sophisticated 3D production environment where only the elements which have been changed Areas of Excellence w Sophisticated modeling w Complex rigging, animation with w Sophisticated physics-based particle effects with real-time feedback animation layers w Texturing and rendering w Powerful facial rigging features (Face Robot) will be updated. w Highly efficient handling of large data sets

Feature Overlap w Basic particle effects (for pipeline purposes)

Send selected objects/ Create effect with ICE, Send back to 3ds Max Pipeline Logic animations from 3ds Max to fine-tune with Render particle cache (Updates only Softimage real-time feedback in Softimage ICE modified objects) ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Softimage: Realistic Fluid Simulation with ICE

The possibilities Softimage ICE can create highly Realistic fluid simulations are complex. The realistic fluid simulations: In problem is not so much to create the appearance this case, a liquid of a liquid, but to generate a particle system pouring over a flat that behaves like a fluid and interacts with object; including a its environment in a way that displays correct color change as the physical behavior liquid bounces off the . If you pour water into a surfaces. container, for instance, it will need to fill it, and, if Image on the the pouring action doesn’t stop, it should overflow right: the same and flood the environment around it. particle simulation with polygonized Softimage ICE offers this possibility, and surfaces. (Despite brings a of realism to 3D scenes. Creating polygonization, such a simulation within Softimage ICE is Softimage provides straightforward and offers a wide range of playback for the animation without creative potential. rendering the cache.) The integration with 3ds Max 2012 works as with simpler examples of particle effects: you send the elements which need to interact with the scene to Softimage, create the effect, render the particle cache and send it back to 3ds Max, where it is automatically integrated into the scene. Set up realistic fluid simulation 1 (Water pouring on a flat surface and changing color) 1 minute and 40 seconds The Benchmarks Benchmarks Fluid Simulation Benchmarks: Set up realistic fluid simulation 2 We executed (Water pouring into a cup until it flows over and floods scene) 1 minute and 21 seconds several fluid simulation benchmarks, simulating a liquid pouring into a container or onto a surface, Comments and flood the scene as it exceeds the capacity. 3ds Max Entertainment w Setting up basic physical effects (e.g. fluid simulations) in Softimage ICE is straightforward; Creation Suite 2012 certain additional functionality can be explored interactively.

w While 3ds Max 2012 offers some particle system support (including the recently introduced pFlow feature), 3ds Max 2012 creating realistic physical simulations like these is beyond the functional reach of the program without third-party tools/plug-ins. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Softimage: Creation of Complex Particle Systems

The possibilities This complex particle system, combining Softimage ICE can be used to create highly several particle complex particle simulations, that combine a emitters, multicolored particles and complex wider variety of physical properties and would behaviors can be hard if not impossible to realize in certain other be played back interactively while 3D applications. the parameters are What makes this possibility particularly fine-tuned. interesting is the relatively intuitive nature of the experimentation process: while a user can go very deep into the specific settings that create an effect, it is also easy to create ICE effects without becoming a particle systems expert. About real-time playback

Beyond the breadth of available features, what sets the ICE environment apart from particle systems in 3ds Max is real-time feedback. In other words, particle animations provide immediate response when settings (the force of wind, or gravity, for instance) are changed. As a result, the often cumbersome process of fine-tuning complex particle simulations becomes more Create a complex particle simulation interactive (2 emitters, multicolored particles, particles coagulate when , and thus much more efficient. Benchmarks close to each other and bounce off any surface. If some particles 2 minutes 10 seconds manage to quit the volume they are erased) The benchmarks Complex Particle System Benchmark: The Comments benchmark measured the time to set up a 3ds Max 2012 complex particle system with multiple emitters, Integration with Softimage ICE is simpler, and allows 3ds Max users to extend their pipeline Entertainment w multicolored particles and physical effects in to include complex physical simulations more easily. Softimage ICE. Creation Suite

3ds Max 2012 w Creating a comparable particle simulation in 3ds Max would take much more time and expertise to configure. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Softimage Creative Potential: Sophisticated Physical Simulations

The possibilities The same scene, combining fluid One of the most exciting creative potentials simulation wind, fire and smoke, in offered by the addition of Softimage to the particle display Entertainment Creation Suite toolset is the on the left, and in ease of exploring complex combinations of polygonized view on different physical attributes and effects. the right. (Currently, only the particles can It is important to note that this power can be be sent back to 3ds Max; if polygonization accessed even by occasional users who wish to is required it should be experiment with physical simulations; yet it can be applied in 3ds Max.) explored in great depth if need be. The benchmarks Sophisticated Physical Simulation Benchmark:

For our benchmark we combined several physical simulations, a liquid flooding a staircase, smoke rising from a fire, and a strong wind that affects both the fluid and the flames and smoke. The base model was created in 3ds Max 2012 and then sent to Softimage. Setting up and fine-tuning the necessary particle Create sophisticated physical simulation (The benchmark combined a fluid simulation, simulation of fire and systems took just 10 minutes. Benchmarks smoke, with a strong wind blowing over the scene and affecting the 10 minutes movement of liquid and smoke)

Comments

3ds Max Entertainment w Softimage ICE provides interactive creation of particle systems with real-time feedback Creation Suite 2012 and can manage even very large scenes with relative ease.

w While particle systems in 3ds Max have been improved over time and allow some powerful effects, creating more credible physical 3ds Max 2012 simulations of elements such as water is beyond the reach of the program, and would require the use of add-on tools. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research ttMudbox

ttMudbox is a sophisticated 3D painting and sculpting environment that is tightly integrated with the other applications in the 3ds Max Entertainment Creation Suite 2012. ttThe painting and sculpting tools of Mudbox significantly extend the modeling and map creation features of 3ds Max 2012. The latest release of the program offers support for vector displacement maps and simple integration with the core 3D production environment. ttOne key aspect of Mudbox is it’s ease of use, opening up 3D sculpting to creative users daunted by the steep learning curve often associated with certain 3D sculpting applications.

Mudbox: The Mudbox: Mudbox: Mudbox Creative Entertainment Creation Sculpting Complex Painting and Map Potential: Vector Suite 2012 Pipeline Objects Creation Displacement Maps ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Mudbox: The Entertainment Creation Suite 2012 Pipeline

Key Features While many 3D programs allow users In the past, brush-based sculpting and map to paint directly on 3D objects, Mudbox creation suffered from two basic limitations: the pushes the process to learning curve of a new and unfamiliar tool, and a a considerable degree relatively cumbersome integration of the sculpting of sophistication. application with the core 3D environment. Particularly useful in this process is the Mudbox 2012 provides significant improvements possibility to paint in both areas: the program has a surprisingly low on a 3D object in a learning curve for a sophisticated 3D program, rendered view that streamlined integration takes into account and it provides a sophisticated between sculpting/painting toolset and the core lighting effects 3D production environment. and depth of field rendering. In addition, the latest release of Mudbox brings support for vector displacement maps: this makes it possible to create highly complex shapes (e.g. a human ear), to extract the vector displacement map, and then to use this map either to enrich sculptures inside Mudbox, or to export the map to 3ds Max 2012, where it can be placed and rendered through the renderer. Integration 3ds Max 2012 Mudbox 2012 Mudbox Like MotionBuilder and Softimage, w Brush-based sculpting and painting w Sophisticated map creation: offers one-click integration with 3ds Max Areas of Excellence w Highly sophisticated modeling w Complex rigging, animation with extraction of vector displacement maps 2012 animation layers w Texturing and rendering w Simpler creation of layer-based states for morph-targets : the user sends a selected object to Mudbox, w Ease of use and low learning curve where it is sculpted and painted, and then sent back to 3ds Max, where it is updated in its new Feature Overlap shape and with all maps in place. w Basic integrated paint tools for map creation w Basic brush-based sculpting (for pipeline purposes)

Send object and Send placeholder object Sculpt and create maps Pipeline Logic automatically extracted maps from 3ds Max to Mudbox with sophisticated brush tools back to to 3ds Max ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Mudbox: Sculpting Complex Objects

The possibilities The images on the right show Mudbox offers sophisticated, brush-based the sculpting and sculpting, that allows even an inexperienced painting stages of the user to get impressive results in a short dragon’s head in our amount of time, and without having to go benchmark, and the through a lengthy learning process. time it took to get to this level of detail. While most 3D modeling applications offer some form of brush-based sculpting and texture- painting, they can not rival the power and the 2 min. 7 min. ease of use provided by Mudbox. The program offers an uncluttered , that does not distract the user; the tools in Mudbox provide a familiar user experience that is familiar for creatives used to express themselves with a brush. In addition, the wider array of stamps and brushes included with Mudbox have been fine-tuned for the sculpting and texture-map creation purpose.

The benchmarks 14 min. 25 min.

Creating a dragon’s head: Our benchmark consisted in the creation of a dragon’s head, Sculpt and paint dragon’s head (including sending place-holder object from 3ds Max 2012 starting with a simple sphere-shaped placeholder Benchmarks to Mudbox, and exporting sculpted object and maps 25 minutes in 3ds Max 2012. It took (a relatively novice) user back to 3ds Max 2012) of Mudbox all of 25 minutes to sculpt a complex head, paint it, and update the scene in 3ds Max Comments with the new model and maps in place.

3ds Max Entertainment w The ease of integration with the main 3D environment, the sophistication of the tools, and the low learning curve Creation Suite 2012 make Mudbox an ideal extension to the 3ds Max 2012 tool-set.

w While it is not technically speaking impossible to create such a model in 3ds Max 2012, 3ds Max 2012 matching the speed and efficiency and sophistication of Mudbox for this job would be extremely challenging. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Mudbox: Painting and Map Creation

The possibilities Mudbox allows 0 min. the user to paint The creation of texture maps for the core 3D and sculpt in a environment photorealistically is one of the key applications for the rendered viewport Mudbox tool-set. that supports custom lighting and depth-of- As is the case with sculpting, the core 3D field rendering. This applications offer basic texture painting features, creates an intuitive and, in recent releases allow the user to paint and interactive environment that help directly on 3D objects in the viewport. Yet this functionality does not offer the sophistication boost the efficiency for this type of work. of the tools and the work environment provided by Mudbox, which supports a very intuitive and faster way of working, allowing creative work in a rendered view with sophisticated lighting options. In addition, Mudbox can automatically extract a variety of map types: paint layers to normal maps and vector displacement maps based on the sculpted object. 10 min. The benchmarks

Sculpting texture and painting a base model:

Our benchmark consisted in refining the texture Sculpt texture and paint a base model Benchmarks 10 minutes and detail in a very simplistic model of a T-Rex, (exporting diffuse and normal maps to 3ds Max 2012) and to export the automatically extracted maps back to 3ds Max 2012. Comments

3ds Max Entertainment w Painting and brush-based texturing tools of Mudbox considerably exceed the functionality available in 3ds Max 2012. Creation Suite 2012 w Isolating the creative process from the main 3D environment increases the efficiency of painting and sculpting.

w While 3ds Max 2012 allows some brush-based painting and texturing operations, 3ds Max 2012 it does not match the sculpting and painting features available in Mudbox. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Mudbox Creative Potential: Vector Displacement Maps

The possibilities On the left: the original sculpted Vector displacement maps are a relatively object and the vector displacement map recent technique for speeding up the modeling extracted by Mudbox. of complex, repetitive objects. The process is On the right: the relatively straightforward: one creates the model same map has been that will need to be reused in Mudbox, and used to add the ears extracts the vector displacement map, which only to the model of the character with a brush. takes a few seconds. Using this map, it is possible to add this object to existing geometry with a brush — and it can of course be reworked the way one chooses. Another pipeline scenario is to extract the vector displacement map in Mudbox, and to use it directly in a 3ds Max 2012 scene. While the displacement effect will only show up in an image rendered with mental ray, this method allows to reduce the polygon count in situation when memory constraints are tight. The benchmarks

Vector Displacement Map Benchmark: For our Create and apply vector displacement map Benchmarks (Extract a vector displacement map from an existing model, place 35 seconds vector displacement map benchmark, we used an it and add the geometry encoded in the map with a brush) existing model of an ear, sculpted in Mudbox, extracted the vector displacement map, and added it to the model with the brush. (Using the Comments Symmetry function, the ears were automatically added to both sides of the head.) 3ds Max Entertainment w Mudbox opens up the considerable creative potential of vector displacement maps to 3ds Max 2012 users. w Vector displacement maps speed up repetitive modeling operations within Mudbox. Creation Suite 2012 w Vector displacement maps created in Mudbox can be placed and rendered in 3ds Max 2012.

3ds Max 2012 w While 3ds Max 2012 accepts vector displacement maps, they will only appear in a mental ray rendering. w 3ds Max 2012 does not currently allow the extraction of vector displacement maps from geometry. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

ttReturn on investment (ROI) is a complex notion, particularly in a field as sophisticated and diversified as 3D production. ttIn addition, the very notion of ROI can vary significantly between different people and companies: while in some cases (especially ttConsidering Return on Investment in the case of smaller studios), the increased competitiveness the features of a new software package brings may be sufficient ROI, other companies will look more closely at the productivity gains a solution provides. ttOn the following pages we present the productivity data from our benchmark project, and analyze how the increased productivity can impact the ROI of the Autodesk Entertainment Creation Suite. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

MotionBuilder ROI Scenarios: Autodesk 3ds Max Entertainment Creation Suite Premium 2012: Return on Investment Scenarios The impact of an efficiency-based pipeline Entertainment Creation Suite Premium 2012 Features and Benefits 3ds Max 2012 (Standalone Software)

Feature/Benchmark Time Benefit About these tables MotionBuilder 2012 Workaround Cost/Impact Efficiency decrease, deadline pressure Try to manage with built-in tools tt In these tables we are comparing Retargeting animation Efficiency tt Loss of competitiveness benchmarks and key features of tt tt (Transferring animations from different origins 3 sec. tFormat-independent from one MotionBuilder control rig to another.) t animation handling an efficiency-based pipeline built ttFind third-party tool or plug-in ttCost around the 3ds Max Entertainment Creation Suite Premium 2012 Combining portions of two different animation Try to manage with built-in tools Loss of competitiveness Efficiency tt tt clips tt with different scenarios for achieving (Combining a boxing motion from one character, 30 sec. tFormat-independent t animation handling comparable results in a standalone with the walking motion from a different one.) ttFind third-party tool or plug-in ttCost version of 3ds Max 2012. Motion Capture clean-up benchmark Try to manage with built-in tools Efficiency decrease, deadline pressure While each company situation is of Efficiency tt tt (Import raw motion capture file, select portions tt course different, it is clear that the to be cleaned, apply Butterworth, peak removal 1 min. tSelective application t of clean-up filters combined benefits of a production and key reduction filters.) ttSubcontract to MoCap Specialist ttCost pipeline built around the 3ds Max Delegate to MotionBuilder user in Entertainment Creation Suite 2012 Motion Capture Set-up tt Efficiency decrease, deadline pressure ttEfficiency company if possible tt can significantly affect cost, (Import the optical data, pose actor, create 10 min. ttSimple integration efficiency and competitiveness marker set, use actor as source for other of MoCap data with , character with rig.) existing rigs ttSubcontract to Motion Capture Specialist ttCost once they are integrated in a production pipeline. tTry to build simplified simulations for ttEfficiency decrease, deadline pressure Viewport Display Efficiency t planning purposes (Display complex scenes and large casts of Efficiency ttLoss of competitiveness real-time tt complex, rigged and animated characters in real- tCreative potential time.) t ttTry to build simplified simulations for ttEfficiency decrease, deadline pressure planning purposes ttLoss of competitiveness Real-time Motion Capture tTry to manage without tLoss of competitiveness and Device Support Efficiency t t (Integrate a multitude of devices to combine real-time tt live Motion Capture and other devices for ttCreative potential previsualization and virtual studio work.) ttSubcontract to Motion Capture Specialist ttCost

How to read this table: Left side: MotionBuilder features, efficiency and benefits. Determining Constraint: Budget Right side: Methods for achieving comparable results with the standalone version of the 3ds Max 2012, as well as their impact on productivity and cost of the project. This analysis is conducted according to two different production scenarios: the situation where the Determining Constraint: Result timeliness and quality of the result is the determining constraint for a project, and conversely, the situation where staying within a limited budget is primary focus. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Softimage ROI Scenarios: Autodesk 3ds Max Entertainment Creation Suite Premium 2012: Return on Investment Scenarios The impact of an efficiency-based pipeline Entertainment Creation Suite Premium 2012 Features and Benefits 3ds Max 2012 (Standalone Software)

Feature/Benchmark Time Benefit About these tables Softimage 2012 Workaround Cost/Impact

Try to manage with built-in tools Efficiency decrease, deadline pressure In these tables we are comparing Multiple object particle emission Efficiency tt tt benchmarks and key features of tt (Apply particle effect to multiple moving objects, 28 sec. tEase of revision and test and fine-tune) t fine-tuning an efficiency-based pipeline built ttTry to manage with built-in tools ttEfficiency decrease, deadline pressure around the 3ds Max Entertainment Creation Suite Premium 2012 Efficiency decrease, deadline pressure Try to manage with built-in tools tt Set up realistic fluid simulation ttEfficiency tt ttLess sophisticated result with different scenarios for achieving (Water pouring into a cup until it flows over and 1 min. 21 sec. ttEase of use of comparable results in a standalone floods scene) creative users ttFind third-party tool or plug-in ttCost Subcontract to expert Cost, increased deadline pressure version of 3ds Max 2012. tt tt Efficiency Efficiency decrease, deadline pressure While each company situation is of Create a complex particle simulation tt tTry to manage with built-in tools tt (2 emitters, multicolored particles, particles ttSophistication of t ttLess sophisticated result course different, it is clear that the coagulate when close to each other and bounce 2 min. 10 sec. effects combined benefits of a production off any surface. If some particles manage to quit ttEase of use of ttFind third-party tool or plug-in ttCost the volume they are erased) creative users Subcontract to expert Cost, increased deadline pressure pipeline built around the 3ds Max tt tt Efficiency decrease, deadline pressure Entertainment Creation Suite 2012 Create sophisticated physical simulation Efficiency Try to manage with built-in tools tt (The benchmark combined a fluid simulation, tt tt Less sophisticated result can significantly affect cost, tSophistication of tt simulation of fire and smoke, with a strong 10 min. t effects efficiency and competitiveness, wind blowing over the scene and affecting the ttFind third-party tool or plug-in ttCost movement of water and Smoke) ttCreative potential once they are integrated in a ttSubcontract to expert ttCost, increased deadline pressure production pipeline. Real-time feedback of particle simulations Efficiency Try to manage with built-in tools Efficiency decrease, deadline pressure (Interactively test the impact of movement and tt tt tt tSpeed of revision physical simulations and particle systems by real-time t cycle moving objects with the mouse and observing real-time display in viewport) ttTry to manage with built-in tools ttEfficiency decrease, deadline pressure ttEfficiency decrease, deadline pressure Face Robot Efficiency ttTry to manage with built-in tools (Simply create and fine-tune facial rigs and tt ttLess sophisticated result device interaction like lip-syncing; export to game ttFeature depth engine. Work with facial motion capture data) ttCreative potential ttFind third-party tool or plug-in ttCost ttSubcontract to expert ttCost, increased deadline pressure How to read this table: Left side: Softimage features, efficiency and benefits. Determining Constraint: Budget Right side: Methods for achieving comparable results with the standalone version of the 3ds Max 2012, as well as their impact on productivity and cost of the project. This analysis is conducted according to two different production scenarios: the situation where the Determining Constraint: Result timeliness and quality of the result is the determining constraint for a project, and conversely, the situation where staying within a limited budget is primary focus. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Mudbox ROI Scenarios: Autodesk 3ds Max Entertainment Creation Suite Premium 2012: Return on Investment Scenarios The impact of an efficiency-based pipeline Entertainment Creation Suite Premium 2012 Features and Benefits 3ds Max 2012 (Standalone Software)

Feature/Benchmark Time Benefit About these tables Mudbox 2012 Workaround Cost/Impact Efficiency decrease, deadline pressure Sculpt and paint dragon’s head Try to manage with built-in tools tt In these tables we are comparing Ease of use tt Less sophisticated result benchmarks and key features of (sending place-holder object from 3ds Max 2012 tt tt to Mudbox, and exporting sculpted object and 25 min. ttFeature depth an efficiency-based pipeline built maps back to 3ds Max 2012) ttCreative potential ttUse third-party tool ttCost, learning curve around the 3ds Max Entertainment ttSubcontract to expert ttCost, increased deadline pressure Creation Suite Premium 2012 Efficiency decrease, deadline pressure Try to manage with built-in tools tt Sculpt texture and paint a base model ttEase of use tt ttLess sophisticated result with different scenarios for achieving (exporting diffuse and normal maps to 3ds Max 10 min. ttFeature depth comparable results in a standalone 2012) ttCreative potential ttUse third-party tool ttCost, learning curve Subcontract to expert Cost, increased deadline pressure version of 3ds Max 2012. tt tt ttEfficiency decrease, deadline pressure While each company situation is of Create and apply vector displacement map Efficiency ttTry to manage with built-in tools (Extract a vector displacement map from an tt ttLess sophisticated result course different, it is clear that the existing model, place it and add the geometry 35 sec. ttFeature depth combined benefits of a production encoded in the map with a brush) ttCreative potential ttSubcontract to expert ttCost, increased deadline pressure pipeline built around the 3ds Max Entertainment Creation Suite 2012 Try to manage with built-in tools Efficiency decrease, deadline pressure can significantly affect cost, Create morph-targets for facial animation ttEfficiency tt tt (Sculpt 3 different expressions of face model for 3 min. tFeature depth efficiency and competitiveness game animation) t , ttCreative potential ttTry to manage with built-in tools ttEfficiency decrease, deadline pressure once they are integrated in a production pipeline. Photorealistic rendering in viewport tLonger revision cycles tEfficiency of creative ttTry to manage with built-in tools t (Photorealistic rendering of model and maps t process ttIncreased deadline pressure during sculpting and painting, including depth- real-time of-field rendering and multiple customizable ttAcceleration of Longer revision cycles revision cycle Try to manage with built-in tools tt lightsources) tt ttIncreased deadline pressure

How to read this table: Left side: Mudbox features, efficiency and benefits. Determining Constraint: Budget Right side: Methods for achieving comparable results with the standalone version of the 3ds Max 2012, as well as their impact on productivity and cost of the project. This analysis is conducted according to two different production scenarios: the situation where the Determining Constraint: Result timeliness and quality of the result is the determining constraint for a project, and conversely, the situation where staying within a limited budget is primary focus. ttAutodesk 3ds Max Entertainment Creation Suite 2012 Research

Methodology About the Productivity Benchmarks In order to be certain that no lag or About Pfeiffer Consulting operator-induced delays are included in the The productivity figures in this report Pfeiffer Consulting is an independent productivity measures, each benchmarked are part of an extensive and ongoing technology research institute and This benchmark project was example is cut down into small segments productivity benchmarking project benchmarking operation focused on commissioned by Autodesk of three or four steps each. After an initial commissioned by Autodesk, in order to the needs of publishing, digital content and independently executed training phase, each segment is executed independently assess the productivity gains production, and new media professionals. by Pfeiffer Consulting. three times, and the average time is used that the Autodesk Entertainment Creation All the productivity measures as a result. The cumulative times for all Suite 2012 can provide 3D professionals. presented in this document segments that form a complete pipeline are based on real-world Pfeiffer Consulting independently developed example are then used as benchmark results. and executed the benchmarks presented workflow examples How we prepare hardware for testing here, by analyzing creative pipelines in designed and executed by four different segments of activity: design, professionals. We use factory-standard configuration web and interactive, digital imaging, and hardware, that has been completely No scripting or programming video. The benchmarks were designed and re-initialized prior to benchmarking. Only of any kind was used executed by experienced 3D professionals. the system software and application software during the execution of the How we design the benchmarks necessary for tests, as well as all required benchmarks. updates at the time of testing, are installed on The basic approach is simple: in order to assess the benchmark system. No peripherals other productivity gains that a new release or a than the ones required for the benchmarks different product may (or may not) bring, we are connected. Network access is only start by analyzing the minimum number of enabled when required by the benchmark steps necessary to achieve a given result in each protocol, or for software activation. of the applications that have to be compared. Hardware Once this list of actions has been clearly established, we start to execute the operation Benchmarks were conducted Dell Precision(TM) or pipeline in each program, with the T7400 workstations equipped with 2.83GHz help of seasoned professionals who have quad-core Intel®Xeon® processors and 32 GB long-standing experience in the field and of RAM, running a standard installation with the programs that are tested. of Windows® 7 .

How We Measure Productivity This report was created by Pfeiffer Consulting (http://www.pfeifferconsulting.com).

Autodesk, FBX, HumanIK, Maya, MotionBuilder, Mudbox, and Softimage are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. mental images is a registered trademark of NVIDIA ARC GMBH, licensed for use by Autodesk, Inc.All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2011 Autodesk, Inc. All rights reserved.