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Messages - 87sunny

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The future is real time 3D

I think my biggest gripe as an After Effects user has always been how dreadfully slow it caches the timeline. There's a character animation program called "Spine", by Esoteric Software, that provides real-time 60fps playback of 2D assets. No caching required. If Adobe can bring that sort of performance to After Effects (or any other software they have coming down the pipe) it'll be a game-changer.

Are you saying Adobe should buy them  ;D

Lol.

Man, I really want to believe this will be a good thing for you guys, but I just can’t shake the past experiences I’ve had with Adobe. If I’ve learned anything, it’s that a company’s past behaviour is a good predictor of their future behaviour. And Adobe’s behaviour over the past six years or so has been both hostile to individuals and lacking in innovation.

Seriously, for anyone who wants to know where Adobe stands on innovation, go and look up how to apply a displacement map to an image in Photoshop. It’s like time travelling 20 years into the past.

Still, I really want to be proven wrong, so I hope you pull off whatever it is you’re working on. You all seem very passionate about it, and I’d hate to see such a fantastic team of people go to waste.

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The future is real time 3D

I think my biggest gripe as an After Effects user has always been how dreadfully slow it caches the timeline. There's a character animation program called "Spine", by Esoteric Software, that provides real-time 60fps playback of 2D assets. No caching required. If Adobe can bring that sort of performance to After Effects (or any other software they have coming down the pipe) it'll be a game-changer.

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If B2M gets dissolved as a plugin for their photoshop that would be equally as painful to see.

Adobe already has a tool that competes with B2M, "Adobe Capture".

"Generate realistic PBR materials and textures from any image on your mobile device and apply them to your 3D objects in Dimension."
https://www.adobe.com/au/products/capture.html

They'll likely need to consolidate at some point. How they do that remains to be seen.

4
There’s an article on Adobe’s blog that explains how Allegorithmic’s products will fit into their product line-up, "Gaming Technology is Changing How We Design and Visualize Products".

https://theblog.adobe.com/gaming-technology-changing-design-visualize-products/

Some of it puts me at ease, some of it raises an eyebrow. Here’s a few excerpts:



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Adobe is planning to develop additional workflows to make video compositing a more immediate and seamless experience. By expanding the 3D capabilities in After Effects, it will be possible to bring 3D content textured in Substance tools directly into After Effects and composite 3D and 2D content in real-time.


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The Aero engine uses PBR as its primary material type, leveraging machine learning technology in the lighting space to bring the best photorealism and making real and virtual objects indistinguishable in AR. The existing workflow between Substance Painter and Dimension is currently the best way to bring 3D models with PBR materials into Aero, and more workflows will follow.

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We’re now seeing more and more innovation emerge in other industries traditionally more focused on physical products and product design, like CPG, apparel, retail, packaging, and more.… With Allegorithmic’s tools, companies can now leverage the 3D models of their product across the entire customer experience – from e-commerce content to marketing material, from catalogues to immersive experiences.

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With the acquisition of Allegorithmic, Adobe will also broaden the integration of the Substance SDK in its products, making Substance even more of a worldwide standard for materials. For example, the Substance SDK is already used inside Adobe Capture, the first app on the market capable of creating a PBR material in real-time from a single photo. Substance SDK is also integrated with the industry’s most used 3D tools and engines and provides a unique interoperability.

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With PBR as a material standard and Substance as its editing format, Adobe is bringing a unified material pipeline for gaming, film, product visualization and design to the world.

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This, very much this, C'mon guys, anyone who has used SP knows this is a really bad "showcase", any one of your current users could of produced better in 10 minutes. You know it, we know it.  Heck, I've not used SP for long, but I guarantee you, I could of done a better job.

I think some of you might be missing the point of that video. I don't think any of the decisions they made were unintentional, or that the creators are unaware of what Painter can do, or that Adobe needs pointers on how to market their products better. The video demonstrates Painter in a way that fits in with Adobe's marketing strategy:

1) It makes Painter look easy to use
There's no fast mouse movements or anything too complex going on. It makes the viewer think "hey, I could easily stamp my logo onto a 3D product! That's awesome!"

2) It makes Painter look like it's on even-footing with Dimension
I think it's more than likely that the low frame-rate was a conscious decision. If Painter's viewer both looked nicer and ran better than Dimension's, it would reflect poorly on Adobe's own product.

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Just wanted to chime in as well and help to answer your questions.

Hi Wes, thanks for this thoughtful response. I have a question about the market that the Substance team will be catering towards moving forward.

Allegorithmic, as I've seen it, has always catered towards professionals, whereas Adobe is taking their software in a distinctly different direction — what they call "creativity for all". Their latest investor communications says that "expanding to non-professionals" is a key pillar of their Creative Cloud product strategy. How does the Substance toolset fit into that agenda?



https://www.adobe.com/content/dam/acom/en/investor-relations/pdfs/Adobe-MAX2018-FA-Meeting-Slides.pdf

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