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The Evolution of 3D Visualization
Episode 520th December 2024 • Confluence • Evan Troxel & Randall Stevens
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In this episode of the Confluence podcast, hosts Randall Stevens and Evan Troxel sit down with Phillip Miller from Chaos Group. The discussion navigates through Phil's extensive background in the 3D technology and AEC industry, highlighting his contributions to Autodesk, Adobe, and NVIDIA. Phil introduces Chaos Group’s latest product, Envision, a standalone real-time ray tracing tool designed for the architectural industry. He breaks down the journey of its development, the intended user personas, and its innovative features. Tune in to get a behind-the-scenes look at how Envision aims to revolutionize architectural visualization and animation workflows.

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Transcripts

Randall Stevens:

Welcome to another Confluence podcast.

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I'm Randall Stevens.

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And, uh, as usual, uh, Evan Troxel and I

are going to have a great conversation,

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uh, with Phil Miller from Chaos Group.

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I'm going to let you give, you

know, more in depth of, uh,

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of your resume and background.

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But, uh, Phil's, Phil's been around

the world of 3D and technology in

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the AEC business for, uh, many years.

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Actually, I was kind of surprised,

uh, Phil and I kind of officially,

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I think just met a couple of years

ago and I was like really surprised

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given the pedigree and, and history

that we had never, uh, met before.

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But, um, Uh, many years working

with Autodesk and products

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there and now with Chaos Group.

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And then, uh, and then Phil

also came out this fall for our

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Confluence event here in Lexington.

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So appreciate you coming and

participating and presenting there.

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So welcome to the podcast.

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Our goal here is that we're going

to get to reach a much broader

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audience with this conversation.

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So why don't we just kick it off?

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Phil, just give us a little bit of your

background and we'll, we'll go from there.

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Phillip Miller: Sure, no problem.

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So in my past lives, I started

off actually as an architect.

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Registered architect, processing, design.

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Really got into visualizing it when the

first 3D software started coming out.

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I was doing it just to relieve myself

of having to do perspectives back then.

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Just finding the vanishing

point was a good start.

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Anyways, I got into it a lot and I

started writing magazine articles

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about it and that led to a book.

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which was Inside 3D Studio and Autodesk

read it and said, Hey, do you want to

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come out here and maybe have a job?

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So I came out and decided that

would be a good time to have

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a vacation from architecture.

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And that was, you know, three decades ago.

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Evan Troxel: Wow.

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Phillip Miller: so Autodesk

at a really good time.

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That was right when they were,

Transitioning from the original 3D

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Studio that ran on DOS to 3D Studio Max.

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And I got to be on the ground floor of

that product as it was being developed.

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And then I was under my wing

for the next five releases.

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So, that was, that was

a fantastic opportunity.

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It was also this time that we acquired

Discrete Logic and merged with them.

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Um, so, I got exposed to all of the,

uh, post production, uh, capabilities,

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uh, that are now, well, Flame,

Inferno, those household names.

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Um, at that time we also did a new

product, it was called Combustion,

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um, which was, uh, basically taking

Flame and bringing it to the desktop.

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Um, After Autodesk, um, I did a

startup where we were doing, um,

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actually presentation software.

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And after that, I actually was at

Adobe when, uh, they were actually,

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had just acquired, uh, Macromedia

and needed some help in, uh, uh,

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merging all those products, Flash,

Dreamweaver, those sort of things,

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into what became Creative Suite.

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Um, so, after that, my next gig in

technology was actually with NVIDIA.

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And so I was at NVIDIA for about

nine years, where we were responsible

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for helping all the companies

accelerate their applications.

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We actually pioneered all the ray tracing

on the GPU back then, and brought out all

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that technology, which eventually became

RTX, and all the software stack behind it.

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Um, through that I actually

got to know, um, uh, Volato

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and Peter at, uh, Chaos Group.

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Um, and so after NVIDIA, that was

just kind of a natural place to, to

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end up, was with these guys that had,

you know, created this, kind of like

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the de facto, uh, rendering software.

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And it was actually the same software

that, I mean, it was what we were trying

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to enable originally with 3DS Max.

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You know, we, we developed 3ds Max as

a platform for, for plugins, and it was

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just kind of like coming full circle

to what is really the most successful

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plugin ever made, which is V Ray.

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Um, so,

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that team there, I've really enjoyed

working with over these last 8 years,

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um, because, or 7 years I should say, um,

because they remind me of the old days.

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They remind me of the wild west when,

when software was fresh and new,

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and, um, you simply asked yourself,

you know, what do customers want?

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Um, and Go Build It.

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laugh

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Randall Stevens: That's the career I want.

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That's the career I wanted.

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No, like, you know, I kind of

got enamored with the, we're

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both men, Close to the same age.

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I think I got that same like

intoxication with all that

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late eighties, early nineties.

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3D graphics were just incredible.

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And I don't, I don't know.

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I think it's gonna be hard to, it's hard

to replicate that maybe the AI stuff

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that's going on now is kind of that.

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A little bit of, uh, Wild West and just

so much, so much activity around it, but

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the, uh, you couldn't beat those early

days of, you know, what you guys were

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doing with 3D Studio and those transition

and then on up into the Wavefront,

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Alias and the Silicon Graphics machines

and everything that was going on.

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That was just,

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Phillip Miller: Well, I feel

like I could have done it twice.

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Its because it's like, initially we were

just, trying to get it to work at all.

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Evan Troxel: Yeah.

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Phillip Miller: Like,

oh, particle systems,

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how do you do that?

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You know, character animation,

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well how do you do that?

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And so suddenly what we were

trying to just get to work,

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now we're all making real time.

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Randall Stevens: Yeah.

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Phillip Miller: Um,

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and so that is, that's where the game

changing is now that we, you know, what

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used to take hours, if not days, you know,

you can actually do it 30 frames a second.

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Randall Stevens: Yeah.

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Evan Troxel: I'm going

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to add my hat to the ring of dating

myself or ourselves because, uh, I,

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I started architecture school in 92

and there was the PC lab and we had

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3d Studio running on DOS in there.

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And we had the Mac lab next door

where we had Electric Image running.

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And I mentioned to you, Phil, at the,

at the Chaos booth, uh, at Autodesk

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University that I would render in phong.

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And you're like, well, that's a

word I haven't heard in a long time.

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Right?

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Like, Um, but, but that's one of

those things where I would go use 3D

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Studio to do some ray tracing and I

would use Electric Image because it

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was so fast at Phong rendering, right?

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But, but those were the days like

you would type in the command

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line to start 3D Studio, right?

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It was, it was definitely a,

a different world back then.

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Randall Stevens: I think I had this

conversation with you, similar Phil,

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about, uh, when I was in school in

the late 80s, I was using, uh, BigD.

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Do you remember that

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Phillip Miller: Oh yeah, that was

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Randall Stevens: guy out of

Dallas, uh, it was called BigD.

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It was this rendering.

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I remember it was on these like, you

know, five and a quarter floppies, you

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know, so we're we're definitely dating

ourself, but those were really fun early

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days when that stuff was in its infancy.

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It was just incredible.

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so What we want to try to dig in with

you today, Phil, is just a little, behind

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the scenes on, I know you're introducing,

uh, a new product called Envision.

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And, uh, so maybe you can start out,

just give us a little bit of, of

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what it is, and then we can kind of

work backwards and talk about where

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the origins came from or what the

problem that was trying to be solved.

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And, uh, we can kind of talk

through, uh, how this all came

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about.

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Phillip Miller: Yeah, sure, no problem.

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So Envision is a brand new

independent product, meaning it,

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you install it and you launch it.

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It's not a plugin.

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Um, and, um, it was built around the

concept of real time ray tracing.

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So we already had another product like

this called Vantage, but Vantage kind

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of grew up to be more of a companion

to V Ray and is really getting

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more into the workflows of M& E.

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And we realized that the

architectural industry really

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needed a focused tool just for them.

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Um, and so that's what Envision became.

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And so, because Vantage was

already too complicated.

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We needed to dial this back and

really, really make it purpose based.

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Um, so with that idea in mind, we

decided, okay, what, what would be the

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perfect, you know, combination of things?

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Okay, we have a real time ray

tracing environment, where

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do we get the data from?

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So we just made it, what we actually

started early on two years ago, uh,

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or releasing anyways at, uh, at Chaos

after we merged with Enscape, was

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what we called the Chaos Bridge, which

was basically getting the data, uh,

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out of Enscape and over into V Ray.

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But we were actually doing it

with the idea that we'd eventually

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I'll bring it into a centralized

application, which is now InVision.

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So the idea behind InVision that

it's a, it's like hub and spoke in

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the sense that it's the hub and has

spokes to 10 different creation tools.

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So wherever you find Enscape or

V Ray, uh, you can then, uh, take

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whatever you, wherever, whatever you

left off, bring it all into InVision,

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render ready and start assembling it.

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So, at its heart, it's

really an assembly tool.

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Um, you know, you're

bringing in data elsewhere.

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Uh, that could also be assets, like we

have Chaos Cosmos, you can start adding

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models, you can bring in your own models.

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Um, but then also you can start, you know,

cloning and scattering them and arraying

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them, uh, bringing in animated people

and everything else, uh, to, you know,

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build up your scene very, very quickly.

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Um, you don't do any mesh editing.

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There are plenty of great

modeling tools out there.

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No need to reinvent that wheel.

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So, uh, we also built it on the idea

that everything was going to iterate.

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Um, what I hated the most as a

designer was, uh, having to start over.

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Like you would, you would, uh, you

would, uh, build out the building, get

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all your mapping coordinates right,

and then the walls would change.

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You have to do it all over again.

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And so we, we came up with the idea

that all the decisions made within

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Envision would be one layer above

the reference, what was coming in.

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And so that the underlying reference could

change and all the, everything you did

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to it could, could, would then propagate.

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So it's a very powerful

assembly tool in that regard.

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It's designed with the idea

that things are going to change.

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Randall Stevens: Yeah, as you were, as

you were, saying that, Phil, it reminded

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me, and you'll, you'll remember what

the terminology was, but in those early

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DOS days of 3D Studio, the modeler

was actually different than the scene,

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wherever you, do you remember that?

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It wasn't combined, right?

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So when you were, when you were saying

that, I was thinking, it's like, yeah,

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you model over here, but then that comes

into a, you know, kind of common scene.

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So,

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Phillip Miller: that was, 3D Studio was

originally, had five different modules.

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It had the shaper,

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had the shaper, the the

modeler, the keyframer,

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the material editor.

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Um,

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and originally, that was because it had to

fit within the original amount of memory.

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Evan Troxel: Yeah.

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Randall Stevens: that makes sense.

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Phillip Miller: Each one was

sitting in its own memory bucket.

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Um, and then they, uh, they

were able to break through that

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with, with, uh, with more RAM.

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Evan Troxel: No one will

ever need more than 640K

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Randall Stevens: Ever.

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What would you do with it?

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Uh, so, uh, give it a, give an

example, uh, Phil, just so that

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everybody, or, or, you know, if you

want to share your screen, you're

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welcome to show, show something.

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We,

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Phillip Miller: I don't

have anything here yet.

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Randall Stevens: edit stuff together.

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But, uh, uh, yeah, maybe you

can just describe, um, you know,

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what, what is, what's a story?

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What's a use case, right?

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Of,

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of this stuff kind of coming

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Phillip Miller: Yeah, well the first thing

is that, um, so we built it around, uh,

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internally we call it the Levina Renderer.

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Um, which is Bulgarian for avalanche.

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Um, the idea was we were going

to teach the world Bulgarian

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one code word at a time.

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Evan Troxel: It's a slow process.

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Phillip Miller: Right?

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But, but, um, but seriously, it was built

with the idea that, um, to be fully ray

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traced and to use ray tracing hardware.

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Right?

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The idea being that rays are free.

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Um, ray tracing is much different

than a game engine, which is a

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rasterizer, in the sense that with

a game engine, Pixels are free.

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You can go as big a resolution

as you want to and not slow down.

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Um, but you pay for every triangle.

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And so that's why you always hear

about working within your polygon

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budget and having to, you know, reduce

and reduce and reduce in order to

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fit, in order to keep that real time.

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Ray tracing is the opposite, right?

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In ray tracing, um, you pay for

every pixel that you're rendering.

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So as the rendering gets bigger, it

gets slower, but polygons are free.

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So now you can just, it'll

just eat polygons and with

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no, with no performance loss.

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So we were planning early on, like

when we started, uh, this render about

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six years ago, that, um, um, that

ray tracing hardware would be there,

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rays would be free, and that we would

hit a tipping point where for a given

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resolution that you like, say full

HD, um, it will now be real time.

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And at that point you can just

make as big of a model as you want.

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It doesn't matter.

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It'll stay real time.

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And so we hit that tipping

point a couple of years ago.

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Um, and so now even on commodity

hardware when you buy a laptop,

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it is ready to go with full time

ray tracing at HD resolution.

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Which is really revolutionary.

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Um, it's kind of like when games

went real time 3D many years ago.

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It's just like the world wasn't the same.

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Um, that's kind of what we

have now with ray tracing.

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So, what type of environment is it?

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Well, the first idea is that you're

fully immersive, as big as possible,

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fully ray traced all the time, meaning

you have a high level of quality.

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And we don't have to cheat, we don't

have to bake, we can just have the real

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lighting, we can bounce the light, we

don't have to reduce the geometry, we

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can take the original complexity in,

no matter how badly it was modeled.

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And by the way, by bad I mean that

you've got overlapping geometry,

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Randall Stevens: Coplanar stuff.

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Phillip Miller: know, all stuff.

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that is messy and not

supposed to be there.

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We don't care.

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We'll just keep rendering it.

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Um, and so that, so the time to get

into this environment is super fast.

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One export from the creation tool and

you're immediately into the ray tracing.

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Um, and then you just keep assembling.

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Because it doesn't care about size.

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The files can get really big

without, in ways that, uh, the

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creation tools can never handle it.

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Um, and that's, that's what's fun,

when you start counting faces into

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the billions, if not trillions.

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Um, then, um, the amount of detail, you

know, it's like rendering, what makes

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something look real, it's all about

the shading and everything, but it's

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also about how much detail you have.

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All the stuff that makes it look right.

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And,

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um, so it's that combination that suddenly

really, really opens everything up.

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And, um,

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Randall Stevens: at ArtVision over

the years we called it clutter.

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The more clutter, we were, it

was actually part of the uh,

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content collections were always

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Phillip Miller: oh yeah

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Randall Stevens: yeah everybody does the

building but you, where's all the stuff?

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You need the desk full, you

need every, you need the shelves

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full, you need stuff, clutter.

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Yeah,

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Phillip Miller: Oh yeah, in fact,

we used to do these real and

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rendered comparisons at NVIDIA.

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You know, can you tell

which is a photograph?

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Well, you'd study it, and

it's like, well, what's wrong?

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Because you just wouldn't model it wrong.

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Evan Troxel: Right?

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Phillip Miller: And, um, you

know, all that stuff, like you

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said, the clutter, the junk.

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Um, that's what makes it look real.

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Um, and that's, that's also what,

uh, scattering is great for.

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Uh, put in collections of

stuff and just scatter them.

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And, uh, you know, maybe there's

a, you know, uh, uh, a wrapper

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in there or a cigarette, but,

or something like that too.

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Um, but as long as it's randomized and

everything, um, suddenly it looks real.

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Evan Troxel: I spent

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a lot of time doing a deep dive because I

did a stint in visual effects and modeling

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and animation and all these things.

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And, and I did a deep dive into

the Star Wars universe because,

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Phillip Miller: yeah.

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Evan Troxel: Why did it look so real?

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Because everything had scratches on it.

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Everything

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had dents and dings.

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Everything had dirt, right?

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It had,

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and it was like grunge maps and, you

know, changing the specular highlights

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with grunge maps and, and adding really

tiny chamfers on, you know, like as an

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architect, you're designing stuff and

you draw a street and a sidewalk and, The

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curb needs a curved edge on it, right?

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It needs a chamfered edge because

that just that change in specular

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makes it look so much more real,

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but all of the rendering engines penalized

us as for for reality back then, right?

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Because the more polygons, the

worse it got right back then.

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So it's really interesting to hear how.

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I mean, we, we went through

severe training to reduce

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polygon counts for, uh, for,

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decades, right?

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And now you're saying,

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we don't have to worry about that anymore.

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Yeah, it was like, it, it

just became part of you.

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It was, uh, just reduce, reduce, reduce.

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You can't get as close

to reality as you want.

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It's really interesting, this

kind of paradigm shift to now say,

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okay, we hit this tipping point.

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There's no more penalty.

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And I'm curious to hear how, like, now

there's a behavior shift that is possible.

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Yeah.

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And I'm just wondering, like, like,

I'm sure there's a big sigh of relief

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from, from people out there, but at the

same time, like, they've been trained

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to do it a certain way, uh, do you

think there's gonna be a hard habits to

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break, or do you think it's just gonna

be super easygoing because this is how

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they wanted to do it in the first place?

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Phillip Miller: We haven't

heard anyone complain.

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Evan Troxel: Yeah.

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Phillip Miller: Um, because, and

most people are just like, just

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the speed of getting into it.

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Like there's not, you don't have the

speed bump, um, before, you know,

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having to get things real time.

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It's just like going immediately

from your design tool into, um,

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into real time is what making

people just feel so much better.

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Um, because it's, it's literally,

you can, you can actually get it

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into InVision quicker than you

can't load the original CAD file.

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Evan Troxel: Yeah.

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Phillip Miller: it's, um, that's

the sort of thing that, um, that

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really changes things for people.

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Um, so anyways, the other thing

that happens in Envision, so we

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really wanted to try to, first of

all, had to be an animation tool.

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Um, because unlike Vantage, which we

had before, which plugged into the DCC

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tools, Uh, Digital Content Creation, those

are the, basically that's an animation

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tool, like Mac, Cinema 4D, Maya, so on.

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Um, they, wherever you animate

is where you're gonna render.

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Whoever, whoever owns the

animation owns the final render.

362

:

Evan Troxel: Yep.

363

:

Phillip Miller: Softmash

taught us that a long time ago.

364

:

Fine, model an alias, you're

going to end up rendering here.

365

:

Um, and so, with that in mind,

you know, Vantage had already,

366

:

like, all the animation was going

to be done in like Max and Maya.

367

:

Why try to add animation to Vantage?

368

:

With Envision it was the opposite.

369

:

The CAD tools had no concept of time.

370

:

You know, and putting animation

into a, into a design tool

371

:

is a really unnatural act.

372

:

Because who owns what,

at what state, you know?

373

:

And so,

374

:

we had to really own all the animation.

375

:

So our challenge was,

how can we make it easy?

376

:

Because, animation's hard.

377

:

Evan Troxel: Yeah.

378

:

Phillip Miller: Um, and, like, One of

the things we were like, can we actually

379

:

do an animation tool that doesn't

have a keyframer, or need a keyframer?

380

:

Because that's when it starts exploding,

in terms of like seeing, seeing

381

:

all your keys and dope sheets and

function curves and everything else.

382

:

Um, and so we came up with the

idea of, uh, animate a scene state.

383

:

So, we have a concept of doing design

variations in InVision, where, by

384

:

which, you, at any point, you can

decide, this is a variation, and it

385

:

can be of anything that you've changed.

386

:

You could have moved objects, you

could have hidden them, um, you could

387

:

have changed materials, material

assignments, uh, uh, all the lighting,

388

:

the environment, all that other stuff.

389

:

All that becomes one big, uh, scene state.

390

:

Now, the idea originally was, like,

people could flip between designs.

391

:

Um, so you could actually look at all your

design permutations really quick, because

392

:

all we're doing is flipping parameters,

we're not changing our geometry.

393

:

Um, and that then led to, okay,

well, what if we just treated

394

:

it as a giant animation key?

395

:

Randall Stevens: Yeah.

396

:

It's like a big storyboard.

397

:

Phillip Miller: Yeah, exactly.

398

:

That's a really good, that's a

399

:

really good comparison.

400

:

Um, so the idea is, is that it's also

WYSIWYG because you see it, right?

401

:

You see everything rather than curves

and functions and, and parameters.

402

:

Uh, you just see what it's going to be

as an end state and you just go, I want

403

:

to go from here to here and boom, it

just, we just transition everything.

404

:

Um, and so like these, like these,

uh, phasing animations that became

405

:

so popular in do it yourself shows,

406

:

Randall Stevens: Yeah.

407

:

Phillip Miller: now suddenly became

super easy to do, because you just

408

:

move everything up and then

move them down and boom, and

409

:

everything gets animated very, very

410

:

Randall Stevens: Is there a style of

animation then for those transitions?

411

:

Cause like, I've always wondered when

I watch those shows, it's like, okay,

412

:

how did the, you know, sometimes

they'll flip up into place or, you

413

:

Phillip Miller: yeah.

414

:

yeah.

415

:

So we, we got inspired by that too.

416

:

And we're putting in, uh, uh, what

are called, uh, uh, basically phasing

417

:

controllers to allow people to, to allow

them to come in and be more playful.

418

:

Like

419

:

they could come and

bounce and wobble or, or,

420

:

or spin in place and all that other place.

421

:

And so you want to automate that.

422

:

Yeah, you know what you want and and give

people the ability to look like a Disney

423

:

animator without Really knowing anything

424

:

about it so That became super powerful

both from viewing designs and then

425

:

suddenly becoming a way to animate.

426

:

Now you can animate other ways too,

you can put things on paths, there will

427

:

eventually be behaviors where you walk up

and click on door to door opens and so on.

428

:

But, in the meantime, we have this

really powerful way of doing animation

429

:

that people are finding very intuitive.

430

:

Um, uh, when I asked one of our

people from Augusta University to

431

:

do a facing animation, he said,

He'd never thought about it before,

432

:

and he had it done in 10 minutes.

433

:

Evan Troxel: Mm hmm.

434

:

Phillip Miller: you know, normally

that would be an afternoon.

435

:

Randall Stevens: Right.

436

:

Evan Troxel: for

437

:

sure.

438

:

Yeah.

439

:

Phillip Miller: Um, you know,

it was just, it was just obvious

440

:

to him how it might work.

441

:

Um, so the other thing is like, we tried

to be very, very purpose based, like,

442

:

so we wanted to focus on just what a

designer needed without making it general.

443

:

So like 3ds max, which I originally

did, it's incredibly general.

444

:

You, there are no rules.

445

:

You can do whatever you

want, anytime you want.

446

:

Well, that also makes it hard

because you don't know what to do.

447

:

Evan Troxel: Yeah.

448

:

Sky's the

449

:

limit.

450

:

Yeah.

451

:

Phillip Miller: yeah, you're

like, where do I start?

452

:

Where do I end?

453

:

Am I on the right path?

454

:

Well, you're defining your path.

455

:

So we decided to put people on

rails, um, and make them really

456

:

successful or simple things.

457

:

So my, my example is, um, you won't be

able to bounce a ball down the stairs,

458

:

um, in Envision very easily, actually not

at all, but, um, you can have a person

459

:

walk up the stairs in a couple of clicks.

460

:

Randall Stevens: Right.

461

:

Phillip Miller: So it's kind of like

462

:

the opposite, like normally that would

take an afternoon to have a person walk

463

:

up the stairs, and now you can have

them walk up the stairs very easily.

464

:

Randall Stevens: Yeah.

465

:

I, uh, you know, just talking about the

complexity, I'm, I'm, I'm a big believer,

466

:

Simplicity too, and it is hard, right?

467

:

The simpler to make it, you either got to

constrain it and then try to simplify it.

468

:

But, um, back in the nineties, I,

for a lot, I was teaching, uh, at

469

:

the, in the architecture school and

teaching a bunch of computer classes

470

:

and 3d studio all through the nineties

was the main piece of software.

471

:

And I started that in the early nineties.

472

:

And then by the early, by

I'll just say:

473

:

I always, in hindsight, because I've told

this story before, it's like, I don't know

474

:

if it was me or the software, I'm going

to, I'll say it was the software, but I

475

:

found that it was like taking me longer

and longer to get the students up to the

476

:

point where they could just do anything.

477

:

And the software, right, as it got

more sophisticated, got harder and

478

:

harder to, you know, to lay out the

groundwork for what you were going to

479

:

do because there were so many choices.

480

:

I mean, 3D Studio is amazing.

481

:

piece of software, right?

482

:

You, like I said, you

could do anything with it.

483

:

And, uh, but, but that's the trade off.

484

:

All that power means now

you've got to build up that

485

:

underlying base of knowledge,

486

:

right?

487

:

And you had to understand.

488

:

Yeah.

489

:

I always just say, it's like, you know,

if you want to get into the mature

490

:

editor, you better understand physics.

491

:

It's like, okay.

492

:

Right.

493

:

Uh, so I can, you know, I have

a big appreciation for that.

494

:

It's kind of the polar opposite,

which is all that complexity, but, but

495

:

hidden.

496

:

from the user.

497

:

And it

498

:

should be right.

499

:

Phillip Miller: Yeah, exactly, you know,

one of the hardest things to do when

500

:

making software is to make it easy.

501

:

It's,

502

:

it's, um,

503

:

Randall Stevens: It's inversely,

uh, I like to think that it's, uh,

504

:

probably heard somebody say this.

505

:

It's like the simpler it is in the

front, the usually the more complex it is

506

:

in the back.

507

:

It's like inversely proportional and, uh,

you know it when you're developing things.

508

:

It's like, it's really

hard to make things simple.

509

:

Phillip Miller: And we had a

real challenge here because we

510

:

were trying to make Envision

the real partner for Enscape.

511

:

And Enscape had done a great

job at being super simple.

512

:

Um, and so we didn't want to spoil that.

513

:

Now, we don't know if it's going to be

514

:

the same person, but we wanted to make

sure that it was the same project that

515

:

was going to come over into Envision.

516

:

We wanted to make sure it

could start where it left off.

517

:

So, right from the beginning,

we had to become experts on

518

:

the Enscape material model.

519

:

Because we were kind of merging that

material model with that of V rays.

520

:

Um, and the idea being that it's

going to look exactly like you

521

:

were editing it in Enscape, but now

you have the option to promote it.

522

:

You have the option to take it farther.

523

:

Um, but you still can, can have the,

the basics there whenever you want.

524

:

Um, that's just one example of

what, of what we're trying to do

525

:

the transition because, um, uh,

the, the renderer within Envision

526

:

is, is, is different than Enscape.

527

:

Enscape is, uh, is very clever.

528

:

It's, uh, it's a hybrid renderer.

529

:

It's both rasterizer and raytracer.

530

:

So it's trying to give quality and

maximum speed at the same time.

531

:

Um, but it's more limited.

532

:

It doesn't do as much.

533

:

Um, and

534

:

so, um, uh, the Vantage, or I

should say the Lavinia renderer

535

:

that Envision uses, um, is trying to

parallel V Ray more and more and more.

536

:

Um, and so, uh, in doing so,

it's getting a lot of capability.

537

:

And then the trick was, don't expose it

all at once, because suddenly it looks

538

:

like, uh, you know, the cockpit of a 747.

539

:

Evan Troxel: Right.

540

:

Overwhelming.

541

:

Yeah.

542

:

Phillip Miller: You just, you just want

to have it one little piece at a time.

543

:

And so that's, that's what we

kind of learned when we were

544

:

putting this all together.

545

:

Randall Stevens: So, Phil, you said

this is a couple years in the making.

546

:

Um, can you kind of walk us

through what, how does that start?

547

:

How did the, how, how does the idea or

the spark for what became envisioned?

548

:

Can you backtrack and tell that story?

549

:

And then what does the team look like?

550

:

Like, you know, is that, was

that you there at the beginning?

551

:

Did that come from somewhere else?

552

:

And then how does that end up

evolving into ultimately become

553

:

a product like Envision today?

554

:

Phillip Miller: Sure.

555

:

Um, yeah, every product has its

own, you know, pedigree or genesis.

556

:

Um, this one is a little bit more,

a little bit more interesting, um,

557

:

because it really involved a lot

of different places within chaos.

558

:

So once we merge with within, so to

begin with, to take people back a

559

:

little bit, when we were just chaos

group, uh, or chaos, actually, um,

560

:

um, the V Ray company, so to speak, we

were always focused on photorealism.

561

:

And we were, we, well, we had,

we had just started off with

562

:

this real time ray tracing.

563

:

Um, it wasn't the same level

of, uh, interactivity or full

564

:

solution that Enscape had.

565

:

So in Enscape, we merged with, that

had the other side of the equation.

566

:

We were kind of like bookends.

567

:

Um, in the sense of like real time design

exploration with Enscape, and then you've

568

:

got complete photorealism however you

want to take it with V Ray or Corona.

569

:

Um, but we realized.

570

:

That there was this big middle.

571

:

When we were doing a lot of the

competitive analysis and everything, and

572

:

doing the merger of the two companies,

we happily realized there was no

573

:

overlap between Enscape and V Ray.

574

:

None.

575

:

Like, they don't compete

with each other at all.

576

:

That was great, and we

could have a transition.

577

:

But what we found out was that

there was this middle group that

578

:

were using dedicated presentation

tools based on game engines.

579

:

that were actually avoiding the need

to go to an animation tool because

580

:

they were enough, you know, so, um,

and, and we realized that this big

581

:

middle was solving an important need,

and we didn't have a solution for it.

582

:

And we felt that we could do it better

by having a continuum, not just a

583

:

point solution, but rather going all

the way from real time in the design

584

:

to this middle solution and then even

over to photorealism or back and forth.

585

:

And so that's what we

call the chaos ecosystem.

586

:

So we, when we started doing this

product, it was actually pretty far

587

:

reaching in the sense that we started

looking at how all the data was

588

:

exchanged, what are the workflows?

589

:

How can we actually, you

know, do this over time?

590

:

And I'm sorry, how, how can we

actually get all this stuff flowing?

591

:

Because that's where we can provide

something that the other guys don't have.

592

:

The other guys are, you're starting

from scratch, and they're dead ends.

593

:

We didn't like that.

594

:

People don't want to work that way.

595

:

People want to be able to start

where they left off and, and

596

:

have a parachute if they need it.

597

:

They want to have people to, uh, to

contribute from all different, from

598

:

the tools they want to use, bring

them in and, and it all just works.

599

:

And so that was, that was the overall goal

for why we needed this independent, like a

600

:

hub and spoke, as I, as I said originally.

601

:

Um, so now, how do you build it?

602

:

Um, so we

603

:

had,

604

:

Randall Stevens: before you get into

that, is that, was that being that, that,

605

:

um, scoping I'll say of the problem.

606

:

Was that you leading that or somebody

else on the team or, or who does that?

607

:

Phillip Miller: it was, so it's a

lot of it had actually started in

608

:

the due diligence when we were,

when, when we're, the companies

609

:

were forming and that we realized

610

:

this, this really basic need,

you know, really three years ago.

611

:

Um,

612

:

and so we, we, it was on

our minds of like, that is

613

:

something we want to go solve.

614

:

And you, you do the classic like build

versus buy, you know, comparison of

615

:

like, and what was available to buy

in theory, let's say, um, we didn't

616

:

like, because it wasn't going to

solve this overall workflow thing.

617

:

It would just be another point solution.

618

:

Um, and at the same time, we looked

at like, you know, what, so then it's

619

:

like, okay, you're going to build it.

620

:

What are you going to build it on?

621

:

So, um, As applications go, you

start with either, you start usually

622

:

with a framework for what is going

to be handling all the complexities

623

:

of like file, file I O, hosting,

scene graph management, everything

624

:

about working in a 3D environment.

625

:

Um, there's a, there's a shortcut

to this, which is you could actually

626

:

go and, and use something like a

game engine, which is what some of

627

:

these other solutions have done.

628

:

Um, but then you're kind of,

you have to live with the

629

:

limitations of the game engine.

630

:

It's, it is, it's, it is good and bad

in the sense that you get a lot of,

631

:

lot to free to start with, but then

you're at the mercy of that game engine

632

:

evolving the way you want it to evolve.

633

:

We took a hard look at what was around

and we realized that it wasn't gonna

634

:

fit what we wanted to do with scale.

635

:

Because most of them were, as we

said before, you're having, like

636

:

you said, you're having to modify

everything and reduce the complexity.

637

:

That's what they're designed for.

638

:

Um, we wanted to do the opposite.

639

:

So we realized that we were going

to have to have our own framework.

640

:

We had actually started the framework

of an independent product earlier, and

641

:

it was going to be, at that time, it was

an independent exploration of rendering,

642

:

where you would actually bring it in

and do your own rendering environment.

643

:

But we saw that it was more of an

experiment than anything else, but it

644

:

had the underpinnings of being a product.

645

:

And so there was the, this is kind

of like when you go to a, like, the

646

:

chassis, you just have the wheel,

you just have the frame of the car,

647

:

Randall Stevens: Yep.

648

:

Phillip Miller: a few

649

:

wheels.

650

:

It doesn't even have a steering wheel yet.

651

:

Um, that's kind of what we had, um,

652

:

Randall Stevens: Yeah.

653

:

I think, uh, you, you bring up a

good point though, because we've,

654

:

I've had that experience too.

655

:

It's like,

656

:

whenever you're working on something,

657

:

Phillip Miller: built.

658

:

Randall Stevens: I've had a couple

of times where there's like a

659

:

couple, I'll call them false starts.

660

:

It's kind of like, you have

to, you have to do enough to

661

:

learn a little bit and then you go, okay,

that's not, I'm going to start again.

662

:

And then finally it kind of

all starts to gel, but it is, I

663

:

think it's these experiments that

664

:

have to

665

:

be run

666

:

Evan Troxel: It's just like architecture.

667

:

Yeah.

668

:

Randall Stevens: Yeah.

669

:

Evan Troxel: Yep.

670

:

You learn a lot through

the failures, right?

671

:

Yeah.

672

:

No, not.

673

:

Yeah.

674

:

Randall Stevens: No, but especially

if you're, if it's new technology,

675

:

right, you have to get your hands

around, you have to get your arms

676

:

around, you know, just anything that's

new, you got to like experiment with

677

:

it and kind of get a feel for it.

678

:

And then sometimes, but like you said,

you're, you're, a lot of times you're,

679

:

you're making some low level early

choices and then, uh, you know, that

680

:

that's critical to, to get that right.

681

:

Phillip Miller: now we also wanted

to get this to market pretty quick.

682

:

So we wanted to use pieces of

technology that were already in

683

:

the company that we could reuse.

684

:

So from the very beginning,

it was, it was an easy choice.

685

:

We're going to use the exact

same renderer that's coming,

686

:

that was, that was in Vantage.

687

:

Um, so that's a big piece of

work that can come on over.

688

:

Um, now the file system that

goes into that is actually what

689

:

we were perfecting at the time

with all the different exporters.

690

:

And so we were going to keep

on leveraging, leveraging that.

691

:

Um, then we had the entire, Cosmos

library and infrastructure for

692

:

loading models and everything else.

693

:

So, hey, we'll go and use that.

694

:

Then we have a piece of technology that

we've been making consistent across

695

:

our products called Chaos Scatter.

696

:

So this was a really powerful

scattering tool that's only getting

697

:

more so, and so let's put in that.

698

:

Now, animated people, we don't have that.

699

:

That's hard.

700

:

Let's go buy that.

701

:

So we acquired Axis.

702

:

And so the reason for us bringing

Axis was that we would have a complete

703

:

character animation system ready to go.

704

:

They have some of the

best of breed characters.

705

:

And a way to actually do crowd animation.

706

:

Which is no small feat.

707

:

They also had figured out

a way to do it very simply.

708

:

But they had never been

fully integrated in a tool.

709

:

Uh, if you, if you've ever used Axis,

which is called Anima, Anima All.

710

:

Um, uh, it's an independent product

that, that connects to the likes

711

:

of Max and Maya and Cinema 4D.

712

:

Um, but you have this other environment

that you have to keep going to.

713

:

Um, so the idea was, what really

excited the Axis team was, now

714

:

they could finally do it right.

715

:

They could actually have it

fully integrated right from the

716

:

beginning, and you wouldn't have

to go to this external tool.

717

:

So now you can just draw your

splines, drop in your people, and

718

:

suddenly you've got people walking.

719

:

Um, so

720

:

that was an example of like piecing

together, in this case, acquiring,

721

:

um, and merging, and so these

kind of building blocks come up.

722

:

So the development itself actually,

um, was primarily done in Prague.

723

:

Uh, Prague is our development

center for Corona.

724

:

Um, so that was the team.

725

:

Now, uh, about halfway through

the process, we realized

726

:

we wanted to go faster.

727

:

And so we actually pulled some

of our best developers, um,

728

:

from Sofia, where V Ray is made.

729

:

Um, and so some of the, some, some

veteran V Ray developers actually

730

:

jumped on board as well to help

the process go a bit faster.

731

:

So, it's right now the development is

kind of split between the two cities.

732

:

Sofia, Bulgaria, and

Prague, Czech Republic.

733

:

Um, and, um, you know, I, I try to help

my team actually more than anything else.

734

:

Also the UX team got built up, um,

around this time as well to get much

735

:

more expertise on here to try to

make things cleaner, easier to use.

736

:

Um, uh, really kind of like.

737

:

Setting the bar for what we wanted to

do across all of our products, so we've

738

:

got the benefit of that as well So those

were kind of like the underpinnings, but

739

:

otherwise it is a one of one of the rare

times when you see a Product that has been

740

:

done from the ground up from scratch So

it's not based on another scene graph.

741

:

It's not based on any type

of other engine Just based

742

:

Evan Troxel: Can you speak to just

the internal team mindset of pulling

743

:

people from maybe a product they've

been working on for a long time, like

744

:

V Ray, for example, and then moving

over onto the development of a brand

745

:

new product and just kind of what the.

746

:

The sense was, was there excitement?

747

:

Were, were they looking forward

to working on a new product?

748

:

Were they feeling distracted from the, the

main thing that they had been working on?

749

:

Just kind of wondering from like

a, you know, like, like what's the

750

:

general vibe in the, in the teams as,

as you're developing a new product?

751

:

Is there a lot of excitement around that?

752

:

Phillip Miller: Well, that's

a great question to ask.

753

:

Um, so first, first of all, let's

start with the original team.

754

:

The original team had been working

on this one product, um, and then

755

:

we were telling them to That we were

going to need them to completely

756

:

refocus on this other, other problem.

757

:

Um, as it happened, they had just

done some early test, uh, test

758

:

cases with their, with their own

customers to find out that, wow, it's,

759

:

it's, People really like that, but

they're only going to need one copy.

760

:

They're not, it's not going to

be, it wasn't going to be that

761

:

much of a commercial success.

762

:

That's what we were realizing.

763

:

And also that the list of

things they needed to complete.

764

:

was pretty similar to what we needed

to complete on the other side too.

765

:

So, uh, they realized that

they should shift gears.

766

:

It was still going to be what they had

been working on from, from the chassis

767

:

standpoint, the foundation, but now

the purpose was going to be different.

768

:

It was going to be much

more, much more real time.

769

:

Now, what's that?

770

:

Randall Stevens: And reach more people.

771

:

Yeah.

772

:

Phillip Miller: Right.

773

:

And it's

774

:

Randall Stevens: I think anytime

you're working on something, it's, uh,

775

:

it's exciting to think that there's

more people that are going to use it.

776

:

Phillip Miller: you know,

you're absolutely correct.

777

:

Um, now a couple of these guys

had gay mentioned backgrounds.

778

:

They had done tools for

game engines in the past.

779

:

So getting into a more real time

mentality was also fun for them.

780

:

So they actually really got

into that sort of thing.

781

:

Now as we grew the team, like you

said, from the other location,

782

:

um, uh, the development managers

did this very carefully.

783

:

Uh, the, in the sense that they,

nobody was told to work on it.

784

:

They were recruited and so they come, they

came over willingly, um, with the idea

785

:

being that they could work on something

fresh and, and if it did work out, they

786

:

could always go back So they, so in that

regard, they, it was, uh, a, a really

787

:

big new opportunity for these people.

788

:

Um, and, um, you know, it, there's

been, uh, you know, having two different

789

:

teams in, in different locations,

um, it has its struggles, but, you

790

:

know, it, it, it's all working out.

791

:

Randall Stevens: Can you talk,

Phil, about what does it look like?

792

:

Um, how much do you

all, uh, diagram, write?

793

:

You know, is there a

narrative that's written?

794

:

How formal is the, you know, scoping

or definition before people actually

795

:

begin to start writing code?

796

:

Traditionally always like to just go

start writing code, but how much is there?

797

:

Uh, what does that process look

like before any codes written?

798

:

Phillip Miller: Yeah, so we,

first of all, we had to scope out

799

:

what we needed the product to do.

800

:

And so the, really, that came down

to it, we, we, this was actually

801

:

just intense working sessions

over the course of an entire week.

802

:

We probably worked 80 hours that week.

803

:

Um, uh, all in Prague.

804

:

Um, and, um, from my side, my, my, my,

key right hand person on this was Simeon,

805

:

who was the product manager on Vantage.

806

:

Um, and before that he

was on V Ray for Unreal.

807

:

So his, his background in, in,

in real time was, was superb.

808

:

Um, and together we worked closely

with the development team early on to

809

:

really chart out where we wanted this

to go, really for the next five years.

810

:

Because you need to plot out the ultimate

destination to make sure that you're

811

:

in between steps or on the right track.

812

:

Randall Stevens: Yeah.

813

:

Phillip Miller: Um, and so we did that.

814

:

Um, and we really identified the big

boulders that had to get done early,

815

:

and there was a lot of architectural

work that had to get done, found,

816

:

I mean, foundational work to the

architecture is how I should say it.

817

:

Um, which kept the, the, the,

uh, the team very busy for the

818

:

first, about half the year.

819

:

They, they were having to reconfigure

that, uh, what this, what, what this

820

:

vehicle was going to do, um, in that time.

821

:

We started specking out all of the

feature areas as best as we could.

822

:

And

823

:

Randall Stevens: And are, are

y'all doing wireframes mock ups?

824

:

Are you

825

:

Phillip Miller: we did

it, so we did it from a,

826

:

so we did it from a stand, the

most important thing to get right

827

:

was first the overall, uh, UX

framework in the sense of like where

828

:

things were going to be located.

829

:

Where could you find it?

830

:

And we, and for this product, we use

the paradigm of, of, uh, driving a car.

831

:

You've got the windshield.

832

:

That's your viewport.

833

:

That's your rendering viewport.

834

:

Um, you've got things on the top,

which are always there, your toolbar.

835

:

You've got things on the left hand

side, which are, which are how you

836

:

find things, sorting, searching,

uh, all that sort of things there.

837

:

Uh, the right side is once you've selected

something on the left or interactively.

838

:

Then, you've got all the modifications,

all the editing is on the right, and then

839

:

on the bottom, we have these big areas

we call the Dock, which is where you

840

:

can search for things, you can animate,

you can, you can, whole paradigms are

841

:

down there for when you're entering a

different world, but the whole idea is

842

:

that you want your windshield up all the

time, and, and, and to, uh, uh, cause

843

:

we wanted this as visual as possible.

844

:

Um, one of the goals was also set up a set

of goals for what the product needed to do

845

:

in the sense of kind of like a philosophy.

846

:

Randall Stevens: Yeah.

847

:

Phillip Miller: Um, how you should think

about things, you know, you shouldn't

848

:

have to come and ask us all the time.

849

:

Think about our philosophical statements

of like, how, what should be the

850

:

behavior, where should things be located.

851

:

Um, you know, kind of like, that became

an ethos that all the developers started

852

:

to get, and they started answering

their own questions pretty quick.

853

:

Randall Stevens: Yeah.

854

:

Phillip Miller: Um,

855

:

Randall Stevens: a, I think

it's an important part that,

856

:

uh, I know we try to do.

857

:

I try to do here at avail

and that is like, even before

858

:

I've even shown somebody.

859

:

A piece of software,

something new that we've done.

860

:

I want to tell the story, the

philosophy, here's why we did it.

861

:

Because then if, if you agree or can kind

of follow that, once you see it, then

862

:

you'll go, Oh, I know why that's there.

863

:

Why they did that, that way.

864

:

It's like, it maps back into this kind

of view or philosophy of the world.

865

:

Right.

866

:

And,

867

:

Phillip Miller: Yeah, I mean,

like for example, one of the

868

:

philosophies was, that we had to

establish was like, who owns what?

869

:

In the sense of like, because

we're bringing all this data in.

870

:

from other creation tools, but like, well,

where does what they did end and we start?

871

:

And we have to be consistent in a

way so that users won't get confused.

872

:

So that they can understand that,

okay, that's what I can do here,

873

:

that's what I should expect.

874

:

Um, when I modify that,

that's what I should expect.

875

:

That's going to persist,

that's not going to persist.

876

:

Um, that sort of thing.

877

:

And to do that, we had to

get very clear on ownership.

878

:

Of like, where, by ownership I

mean like, who owns the data?

879

:

Where is it going to change?

880

:

Where can it be modified?

881

:

Or is it just an adjustment to it?

882

:

Um, but, so anyways, so that

was kind of like the high level

883

:

philosophy, but then we come back

to actually creating user stories.

884

:

So, we use JIRA as a development

framework for assigning tasks

885

:

and describing everything.

886

:

From JIRA, they link to mock ups for

what the UX would look like, what the

887

:

workflow would be, and so on like that.

888

:

Um, and so every single area

has its own complete user story.

889

:

Um, sometimes they get rolled up into

larger epics for describing bigger things.

890

:

But, um, otherwise, you know, the, uh,

my, my team was, which was really, um,

891

:

Simeon, Anna, who actually came over

from V Ray for Revit, and then I helped

892

:

out when I could, but the three of us,

kind of like two and a half of us, were

893

:

writing stories constantly for a year.

894

:

Randall Stevens: yeah,

895

:

Phillip Miller: You know, because

every little detail had to be done.

896

:

Now, Talking about Iterate, Evan, this is

what you'd find out, like you'd design it,

897

:

and then it would get halfway implemented,

and then you'd realize, eh, eh.

898

:

Evan Troxel: Right.

899

:

Randall Stevens: feel right.

900

:

Phillip Miller: then, and so you have

to quickly change things, and that's the

901

:

other thing we had to get people, um, uh,

accustomed to, is that, to be flexible.

902

:

Because, um, because developers by their

nature, they don't mind taking direction,

903

:

but they really hate to change things.

904

:

Right.

905

:

Evan Troxel: like you have your

structural engineer, it's like, well,

906

:

the design changed again, and they're

like ripping their hair out because

907

:

they don't want to change anything

after they've done it once, where

908

:

the architect's job is to iterate

and to learn through these failures.

909

:

It's a very similar process

that you're describing.

910

:

Phillip Miller: Yeah, exactly.

911

:

So we, um, we're conscious of that,

you know, and we try to involve

912

:

them early on in the process to

catch it before they're coding.

913

:

But, um, sometimes we'd still have to make

914

:

Randall Stevens: Yeah.

915

:

And sometimes you can do, you can do a,

you can do all the pre work and thinking

916

:

and validation and, and all of that.

917

:

And then you do it and it

just doesn't feel right.

918

:

Right.

919

:

And then it's like, okay, you

gotta be willing to go back.

920

:

Phillip Miller: Yep.

921

:

Yep.

922

:

We already have a list of

things we need to modify.

923

:

Randall Stevens: Yeah.

924

:

Phillip Miller: um,

925

:

but, uh, you know, in some of

the things that are like some of

926

:

the most basic things, you spend

an enormous amount of time on.

927

:

Because if they're not right.

928

:

You're going to pay for it forever.

929

:

Um, like on the original 3DS

Max, the transform system

930

:

probably took three months.

931

:

Randall Stevens: Yeah.

932

:

Phillip Miller: Just making sure all

the transforms worked exactly the way,

933

:

and they haven't been modified since.

934

:

Evan Troxel: Yeah.

935

:

Yeah.

936

:

Randall Stevens: either personal

philosophy and having worked on multiple

937

:

products like this over the years?

938

:

Like, do you try to end up, uh,

being a Being a minimalist as a,

939

:

you know, like you said, you, you,

you try to think out five years,

940

:

which I think is a great exercise.

941

:

It's like, where could this go?

942

:

And then you're going to work your

way back to, okay, what, what's the

943

:

essence or what do I have to do first?

944

:

And what's your philosophy

around like just adding things?

945

:

Like, do you, do you let that go or do

you try to to not add things and then

946

:

wait for a customer to ask for it.

947

:

Cause that we do, I do, I go

through this all the time.

948

:

It's like, we'll imagine something,

but then I'm always wanting

949

:

to say, well, let's not do it.

950

:

And then let's wait to let a

customer tell us that they need it.

951

:

That way we don't add something

that, that ends up not being used.

952

:

And because it's always hard

because there's always one person.

953

:

That loves it and then you

can't rip, rip it back out,

954

:

but anyway, maybe you can just

give us some of your thoughts,

955

:

uh, around how you, how you think

about that, how you've approached

956

:

that.

957

:

Phillip Miller: okay, yeah, so

there's a couple things there.

958

:

Sometimes we put out things as, um,

we're not sure of how it could work.

959

:

Um, or if it's work and

we want to get feedback.

960

:

Um, and so then we, we, we, we listen

and try to modify according to when

961

:

people actually use it, I mean,

uh, try to actually produce stuff.

962

:

Um, that's one thing, adding

stuff and removing it.

963

:

Um, I, I know what you're talking about.

964

:

The, um,

965

:

usually, um, Usually you don't

have to, usually it evolves

966

:

rather than get removed.

967

:

It

968

:

gets,

969

:

it turns into, it morphs into

something, something else.

970

:

Um, but otherwise,

971

:

yeah, yeah, like a fine line, right?

972

:

Randall Stevens: Yeah,

973

:

Phillip Miller: Um, but the, the, When it

comes down to the overall roadmap and what

974

:

we're doing, I would, I would like to,

first of all, we know there's a lot to do.

975

:

Like I said, we've got five

years of work ahead of us.

976

:

We, we know that.

977

:

But along the way, we're

going to get surprised by what

978

:

people find, uh, important.

979

:

Like, from Autodesk University,

we came off with a list of

980

:

like two or three things.

981

:

Oh, well, people really want that now.

982

:

Randall Stevens: Right, right.

983

:

Phillip Miller: Okay.

984

:

Let's try to get that in.

985

:

Um, so we, we try to reserve capacity.

986

:

So we're, so we're, we're at least

a half, if not two thirds committed,

987

:

but we want to hold, hold back at

least that other third or something

988

:

to be able to react to, um, you know,

great ideas and everything else.

989

:

Um, of course, if we ask you,

if you, what you, if you want

990

:

it, you'll always say yes.

991

:

Randall Stevens: Well, yeah, yeah.

992

:

Phillip Miller: So.

993

:

Randall Stevens: no cost, right?

994

:

Phillip Miller: Yeah,

995

:

so,

996

:

Randall Stevens: give a.

997

:

Oh, go ahead.

998

:

Phillip Miller: when we do do

those exercises with customers, we

999

:

usually make them, make them choose.

:

00:51:00,203 --> 00:51:02,073

Um, you know, we give them a list of

:

00:51:02,073 --> 00:51:02,243

like

:

00:51:02,308 --> 00:51:03,308

Randall Stevens: you

rather have this or this?

:

00:51:03,473 --> 00:51:04,203

Phillip Miller: yeah, we,

:

00:51:04,948 --> 00:51:05,608

Randall Stevens: You only get to choose

:

00:51:05,713 --> 00:51:06,913

Phillip Miller: with, exactly.

:

00:51:07,343 --> 00:51:11,443

Um, there's different ways of doing it,

but, uh, we always want to make sure

:

00:51:11,443 --> 00:51:15,043

that they realize that they're giving

something up if they want that thing.

:

00:51:15,338 --> 00:51:17,628

Randall Stevens: Now I'll give a, I'll

give a little example of something that

:

00:51:17,628 --> 00:51:23,588

we just released a feature, uh, in the

avail platform with, uh, we were going

:

00:51:23,588 --> 00:51:28,538

to make a PDF exporter, so the idea was

that you're going to take graphic, put

:

00:51:28,538 --> 00:51:32,878

it on a canvas of some document of some

type, and then get it out to a PDF,

:

00:51:33,168 --> 00:51:35,388

mainly just to facilitate redlining.

:

00:51:35,398 --> 00:51:36,308

That was the story.

:

00:51:36,688 --> 00:51:39,068

Somebody needs to get it out,

mark it up, hand it to somebody.

:

00:51:40,193 --> 00:51:45,393

Well, when we started coding the,

the, the document that became,

:

00:51:45,613 --> 00:51:47,813

Oh, you could change the size.

:

00:51:47,833 --> 00:51:51,233

You can, it could be, you know, as a

letter size, you know, now all of a sudden

:

00:51:51,233 --> 00:51:54,653

you have this, well, what kind of document

is it and what kind of size is it?

:

00:51:55,623 --> 00:52:02,353

So we actually had it coded up and

gave it to a customer to, um, you

:

00:52:02,353 --> 00:52:03,873

know, to, to look at and play with.

:

00:52:04,573 --> 00:52:07,443

And all of a sudden it became about.

:

00:52:08,148 --> 00:52:13,268

Now the document and what the

document size and like this, I call

:

00:52:13,268 --> 00:52:17,268

it, you know, it's the feature creep

of now it's not just about getting

:

00:52:17,818 --> 00:52:20,088

something out to do markup on.

:

00:52:20,108 --> 00:52:25,238

It's about now I'm going to

start composing a sheet, right?

:

00:52:25,538 --> 00:52:29,688

And all of a sudden, and at that point

I'm like, whoa, whoa, whoa, whoa.

:

00:52:30,558 --> 00:52:35,218

We, we, you know, you given, you give

a little bit and then all of a sudden

:

00:52:35,218 --> 00:52:37,168

they want to, you want to like take it.

:

00:52:37,783 --> 00:52:39,013

and do something else with it.

:

00:52:39,013 --> 00:52:42,733

So instead, you know, in that

particular case, I was like, we should

:

00:52:42,733 --> 00:52:45,343

just not even call this anything.

:

00:52:45,343 --> 00:52:46,483

Not even give an option.

:

00:52:46,483 --> 00:52:48,763

Just start with the simplest.

:

00:52:49,583 --> 00:52:53,763

Maybe that's where this leads, but

it just confuses people when you're

:

00:52:53,763 --> 00:52:56,953

kind of like halfway there almost

with a feature and it, and it didn't.

:

00:52:57,173 --> 00:53:00,613

So anyway, I've just, I've had

that example in my mind recently.

:

00:53:00,613 --> 00:53:04,413

So I'm just interested in how

other people think about those

:

00:53:04,413 --> 00:53:07,483

kinds of problems and you know,

product development's hard, right?

:

00:53:07,483 --> 00:53:11,303

Right.

:

00:53:11,518 --> 00:53:13,768

Phillip Miller: there's, you

know, the classic MVP, right?

:

00:53:13,768 --> 00:53:14,878

Minimal Viable Product.

:

00:53:15,338 --> 00:53:20,358

Um, like you, you're trying to do just

enough to, to be, to be what it is.

:

00:53:20,658 --> 00:53:25,218

There is danger in like providing

it half baked or, or like, or, or

:

00:53:25,248 --> 00:53:29,968

like instead of, um, people don't

know what to do with it then.

:

00:53:30,358 --> 00:53:33,458

And they start taking it in ways

that, that you don't really want to

:

00:53:33,768 --> 00:53:36,368

Randall Stevens: Well, yeah,

and you can't ever stop that.

:

00:53:36,378 --> 00:53:39,628

You can't keep people once it's in their

hands, they're going to do whatever.

:

00:53:39,628 --> 00:53:43,268

But I think back to what we were

talking about earlier, which is there's

:

00:53:43,268 --> 00:53:45,528

a philosophy around why we did this.

:

00:53:45,528 --> 00:53:46,608

And that's the story.

:

00:53:46,608 --> 00:53:47,628

That is the use case.

:

00:53:47,628 --> 00:53:50,218

You may try to go solve

another problem with it.

:

00:53:50,628 --> 00:53:54,523

Um, You know, which is fine, but

I don't know, there's, there's

:

00:53:54,523 --> 00:53:58,303

a fine line there between like,

this is what it's supposed to do.

:

00:53:58,313 --> 00:54:01,623

You're trying to use it in a way that's

not really, it wasn't designed for.

:

00:54:01,943 --> 00:54:04,523

We'd love to have that feedback

because that's where you now

:

00:54:04,543 --> 00:54:06,233

get your next best things.

:

00:54:06,233 --> 00:54:08,903

We're like, ah, now, now

we know what to do next.

:

00:54:08,903 --> 00:54:14,008

And that, that gets into this roadmap

of like, okay, We can kind of envision

:

00:54:14,018 --> 00:54:16,458

that this may be where we want to

take this, but we've got to like

:

00:54:16,468 --> 00:54:20,758

pull back now and say, uh, but then

not make it confusing for the user.

:

00:54:20,768 --> 00:54:23,298

Simple, simple, fewer

buttons, fewer choices.

:

00:54:23,698 --> 00:54:24,028

Like,

:

00:54:26,053 --> 00:54:27,607

Phillip Miller: Yep, mm hmm.

:

00:54:27,607 --> 00:54:28,243

Mm

:

00:54:28,298 --> 00:54:32,628

Evan Troxel: I'm curious from like a

user standpoint, do you define personas

:

00:54:32,668 --> 00:54:35,158

for different types of users up front?

:

00:54:35,538 --> 00:54:39,038

And I'm also curious kind of

about the way you see workflows

:

00:54:39,048 --> 00:54:40,558

happening with software like this.

:

00:54:40,668 --> 00:54:44,558

You've talked plenty about iterative

design process of the software, but

:

00:54:44,558 --> 00:54:48,708

obviously the architectural visualization

and animation is also iterative.

:

00:54:48,788 --> 00:54:54,158

Designs are always changing, so when

you're defining the end user, and and

:

00:54:54,158 --> 00:54:59,018

where this product fits in your ecosystem,

obviously you, it's a separate thing

:

00:54:59,018 --> 00:55:03,818

from Enscape to V Ray, and it kind

of sits in between those two things.

:

00:55:03,868 --> 00:55:08,368

And, it's a standalone app, so it's no

longer a plug in for something else,

:

00:55:08,368 --> 00:55:10,038

and so you have this hub and spoke.

:

00:55:10,038 --> 00:55:12,368

There's a lot of things,

moving parts here,

:

00:55:12,788 --> 00:55:17,978

and I'm curious how you, how you defined

your, your user in this, for this piece

:

00:55:17,978 --> 00:55:18,618

of software.

:

00:55:19,373 --> 00:55:25,193

Phillip Miller: Yeah, so we we identified

three personas that we wanted to address

:

00:55:25,753 --> 00:55:30,923

Um, now it's not like those are, it's

not like they're different skins or

:

00:55:30,923 --> 00:55:34,923

anything like you don't walk in and like

change the product for that one persona.

:

00:55:35,383 --> 00:55:37,903

It's more like it's the same

product serving them all,

:

00:55:37,983 --> 00:55:42,613

but you want to make sure that the way

they use the product is the way that

:

00:55:42,913 --> 00:55:45,353

will, will work the way they need it to.

:

00:55:45,753 --> 00:55:48,143

And so the workflows become different.

:

00:55:48,263 --> 00:55:52,053

And so the three, those three personas

defined really three different workflows.

:

00:55:52,743 --> 00:55:59,838

Um, and, um, We always use that as

a test for, okay, that person, like

:

00:55:59,838 --> 00:56:04,128

for example, the Enscape person, the

Enscape person needs it to just move

:

00:56:04,128 --> 00:56:09,228

over, come over real easily, he can't

be confused, he has to begin where he

:

00:56:09,228 --> 00:56:17,268

left off, we can't intimidate them,

it has to be familiar, he can increase

:

00:56:17,268 --> 00:56:19,078

it over time, but he doesn't have to.

:

00:56:19,358 --> 00:56:23,698

So that's like one workflow, but then

also like, why is it coming over here?

:

00:56:24,113 --> 00:56:24,463

Right?

:

00:56:24,893 --> 00:56:28,093

Well, he's probably coming over

because he wants more animation, or

:

00:56:28,103 --> 00:56:31,203

his file got too big, or he needs to

coordinate between different products.

:

00:56:31,763 --> 00:56:35,143

Um, you know, all those sort of things,

or maybe he's, you know, wants to

:

00:56:35,143 --> 00:56:38,323

add a lot more architecture than is

appropriate to have in the design file.

:

00:56:39,413 --> 00:56:44,023

Those are all four things that, that

we are really common for that, for

:

00:56:44,023 --> 00:56:46,013

that persona to, to be caring about.

:

00:56:46,878 --> 00:56:50,448

Um, and so that's what we want

to make sure is all possible.

:

00:56:50,858 --> 00:56:54,638

Um, and then that finally gets back

into how we describe the product.

:

00:56:54,838 --> 00:56:58,968

We, we describe it in, in those

terms for, for those use cases.

:

00:56:59,538 --> 00:57:02,538

So, we, we always talk about it

from the standpoint of like the

:

00:57:02,538 --> 00:57:04,138

workflow, is that workflow working?

:

00:57:04,468 --> 00:57:09,308

Um, and then of course in the eventual

marketing and, and even documentation,

:

00:57:09,678 --> 00:57:12,898

uh, we're, we're trying to speak to

those different, different personas.

:

00:57:13,058 --> 00:57:13,258

Mm

:

00:57:14,038 --> 00:57:18,618

Evan Troxel: So when you're Actually

testing this out with those people.

:

00:57:18,638 --> 00:57:22,288

Are you going through a real

architectural workflow process with them?

:

00:57:22,298 --> 00:57:26,348

Where, because this is a standalone

app, it sounds to me like you can

:

00:57:26,348 --> 00:57:28,548

swap out geometry whenever you want.

:

00:57:28,558 --> 00:57:28,858

And this

:

00:57:28,868 --> 00:57:32,488

kind of sits in a layer separate from the

geometry, I think is what you were saying.

:

00:57:32,498 --> 00:57:32,758

It's kind

:

00:57:32,758 --> 00:57:37,008

of a, a metadata kind of a

analogy in my mind, at least.

:

00:57:37,018 --> 00:57:37,238

So

:

00:57:37,658 --> 00:57:40,763

if, if there, are they actually going

through that and able to test it?

:

00:57:40,873 --> 00:57:44,853

to test that out and, and because that

to me is what the design process is.

:

00:57:44,863 --> 00:57:49,773

Like I remember we had viz guys and those

viz guys would complain every single time

:

00:57:49,773 --> 00:57:51,833

we wanted to update the model and, and,

:

00:57:51,833 --> 00:57:54,873

and it's like, and, and to me it's

normal and to them it's a headache.

:

00:57:54,873 --> 00:57:55,063

Right.

:

00:57:55,063 --> 00:57:59,643

And so I imagine you're trying to

create something that allows for that

:

00:57:59,643 --> 00:58:01,313

to happen very easily since it is

:

00:58:01,313 --> 00:58:05,633

separate from the main modeling program,

knowing that that happens in architecture,

:

00:58:05,973 --> 00:58:10,373

but still kind of like taking away

the friction in that process is that.

:

00:58:10,718 --> 00:58:11,858

Is that accurate to say?

:

00:58:12,288 --> 00:58:12,828

Phillip Miller: Yeah, it is.

:

00:58:12,828 --> 00:58:15,588

I mean, like, for example, the one

persona is like, okay, it's the

:

00:58:15,588 --> 00:58:18,598

person that was actually doing the

design, wanting to take it farther.

:

00:58:19,528 --> 00:58:22,048

And then it's the other very

common situation where he's

:

00:58:22,048 --> 00:58:23,718

handing it off to a specialist.

:

00:58:24,318 --> 00:58:27,078

And now that specialist needs to

suddenly understand that file.

:

00:58:27,178 --> 00:58:30,988

And, and, what we wanted to do

was minimize how many questions

:

00:58:30,988 --> 00:58:32,598

got asked back and forth.

:

00:58:33,798 --> 00:58:38,208

Uh, so not only did it evolve, but,

but, um, the design intent came over.

:

00:58:39,103 --> 00:58:43,233

Um, uh, but design intent, I mean, like

all the materials, all the, uh, all the

:

00:58:43,243 --> 00:58:47,313

entourage, everything else, you know,

came over as, as it, as it started.

:

00:58:47,743 --> 00:58:51,263

Um, but then we needed a ways for

that person to be able to communicate

:

00:58:51,283 --> 00:58:53,543

back to the person that handed it off.

:

00:58:54,093 --> 00:58:58,103

Um, so that became the second

persona, which is really kind

:

00:58:58,103 --> 00:59:02,683

of like the specialist, um, uh,

that workflow had to happen too.

:

00:59:03,968 --> 00:59:07,858

Now suddenly we don't care too much about,

well, is he, we don't have to worry about

:

00:59:07,858 --> 00:59:11,578

the complexity for this person because

he's going to be spending a lot of time

:

00:59:11,578 --> 00:59:13,718

in that product and, and, and knowing it.

:

00:59:14,098 --> 00:59:18,188

Um, but, um, but he's got this

communication and this iteration

:

00:59:18,248 --> 00:59:22,698

thing that he has to accommodate

because he doesn't know the file as

:

00:59:22,698 --> 00:59:24,288

intimately as the person who made it.

:

00:59:24,948 --> 00:59:26,228

Um, so

:

00:59:26,673 --> 00:59:29,213

Randall Stevens: is the

architecture of that fill a pull

:

00:59:29,213 --> 00:59:32,313

or a push from the, from the host

:

00:59:33,223 --> 00:59:34,093

into the hub?

:

00:59:34,513 --> 00:59:35,213

It's a push.

:

00:59:35,653 --> 00:59:41,813

So if somebody is doing new work,

they've got to push the update to the

:

00:59:42,823 --> 00:59:43,463

Phillip Miller: Right, right,

:

00:59:43,763 --> 00:59:46,883

they have to save, I mean, uh, if

they're using the same file name,

:

00:59:46,893 --> 00:59:49,713

it'll just automatically update, um,

:

00:59:49,953 --> 00:59:54,353

Randall Stevens: So if you, so if,

if you launch Envision, it's going

:

00:59:54,353 --> 00:59:58,113

to pull from whatever the source

is, as long as it's always the same

:

00:59:58,208 --> 00:59:59,228

Evan Troxel: Like a link, a linked

:

00:59:59,578 --> 00:59:59,708

Randall Stevens: Got

:

00:59:59,708 --> 00:59:59,848

it.

:

00:59:59,968 --> 01:00:00,238

Yeah.

:

01:00:00,373 --> 01:00:02,063

Phillip Miller: it's a

reference file, yeah.

:

01:00:02,088 --> 01:00:02,328

Randall Stevens: Yeah.

:

01:00:02,918 --> 01:00:03,188

Cool.

:

01:00:03,448 --> 01:00:03,678

Yeah.

:

01:00:03,683 --> 01:00:04,923

Phillip Miller: Yeah, so, but,

:

01:00:04,978 --> 01:00:07,933

um, yeah, that, but, it's

really the workflow is where

:

01:00:07,933 --> 01:00:09,143

the personas come in the most.

:

01:00:09,203 --> 01:00:13,863

It, to, uh, and then we use that

as the, as the real test cases for

:

01:00:13,873 --> 01:00:15,543

making sure that things are working.

:

01:00:16,358 --> 01:00:16,568

Randall Stevens: Yeah.

:

01:00:17,258 --> 01:00:21,408

So is the, is the product out yet or

where, where are you in the cycle?

:

01:00:21,683 --> 01:00:23,633

Phillip Miller: Well, we're

going to start beta next Tuesday.

:

01:00:23,633 --> 01:00:25,798

Yeah,

:

01:00:25,868 --> 01:00:29,198

Randall Stevens: by the time this is

out, you know, how will people be able

:

01:00:29,198 --> 01:00:31,248

to see this or where can they learn more

:

01:00:31,343 --> 01:00:36,673

Phillip Miller: Yeah, so starting

on November 12th, or maybe 13th, the

:

01:00:37,133 --> 01:00:40,223

people will be able to come to Chaos.

:

01:00:40,393 --> 01:00:44,993

com and sign up for the beta, download

the software, they'll have a beta

:

01:00:44,993 --> 01:00:47,613

license, it'll keep running for

the length of the beta and a little

:

01:00:47,613 --> 01:00:51,213

bit thereafter, and they're free

to use it as much as they'd like.

:

01:00:51,703 --> 01:00:52,758

Um, we even,

:

01:00:52,963 --> 01:00:57,103

we even produced independent

exporters, um, uh, to, to reach it

:

01:00:57,103 --> 01:01:01,273

as well so that people don't, and

people using SketchUp and Rhino for

:

01:01:01,273 --> 01:01:06,553

example, can, they don't need to ins

to install like B Ray or, or Inscape.

:

01:01:06,613 --> 01:01:10,423

They can just, uh, be exporting

directly from that, from that product.

:

01:01:10,933 --> 01:01:11,443

Um.

:

01:01:11,843 --> 01:01:12,453

right away.

:

01:01:12,833 --> 01:01:14,693

So those will be available

at the same time.

:

01:01:15,583 --> 01:01:17,793

But yeah, that'll, it's,

it's been exciting.

:

01:01:17,793 --> 01:01:21,473

We've been working with customers

since this, since, uh, probably early

:

01:01:21,473 --> 01:01:23,893

summer, uh, but only a handful of them.

:

01:01:24,673 --> 01:01:25,283

And now

:

01:01:25,558 --> 01:01:25,713

we're going to

:

01:01:25,953 --> 01:01:26,993

let it loose.

:

01:01:27,263 --> 01:01:28,593

Randall Stevens: Rest of

the world gets to see it.

:

01:01:29,203 --> 01:01:33,253

Well, uh, like I said, uh, you came

in for the confluence event this

:

01:01:33,253 --> 01:01:36,473

year, much appreciated, uh, getting

to come in and share and spend

:

01:01:36,473 --> 01:01:37,993

time with that group.

:

01:01:38,403 --> 01:01:41,933

Yeah, it was, uh, it was, I was really

glad that you were able to make it.

:

01:01:42,183 --> 01:01:47,388

And, uh, I don't have the date

yet, but we are planning a one day

:

01:01:47,418 --> 01:01:49,328

confluence event in your backyard.

:

01:01:49,338 --> 01:01:51,308

We're going to be in San

Francisco sometime in April.

:

01:01:51,328 --> 01:01:55,808

So I'll, I'll make sure to keep

you in the loop, uh, about that.

:

01:01:55,838 --> 01:01:58,318

And, uh, yeah, we're going

to be putting on a one day

:

01:01:58,318 --> 01:02:00,328

event, uh, there in the spring.

:

01:02:00,418 --> 01:02:03,788

So really looking forward to it,

but, uh, this has been great.

:

01:02:03,828 --> 01:02:08,768

I think it's, uh, You know, the, the,

the goal of this podcast is to give

:

01:02:08,768 --> 01:02:14,818

that behind the scenes kind of look and

conversation about how this is developed.

:

01:02:14,898 --> 01:02:19,398

And, uh, you know, I think for, for

the people in the industry, they,

:

01:02:19,418 --> 01:02:22,488

they love being able to hear the

tools that they're using every day.

:

01:02:22,488 --> 01:02:25,513

It's like getting to hear, uh, How

they all came about in the back story.

:

01:02:25,513 --> 01:02:29,123

I think it's an important part of,

uh, of understanding, like I said,

:

01:02:29,123 --> 01:02:31,803

the philosophy for somebody that

now is going to use that tool.

:

01:02:31,803 --> 01:02:34,533

If they would listen to this story,

they'll know a little bit more

:

01:02:34,533 --> 01:02:38,613

about why, why that, uh, why it was

developed and the way it was developed.

:

01:02:38,613 --> 01:02:40,303

So we appreciate your

coming on and sharing

:

01:02:40,303 --> 01:02:40,743

with us.

:

01:02:41,353 --> 01:02:42,313

Phillip Miller: Oh, it's fun to share.

:

01:02:42,353 --> 01:02:47,233

Um, you know, for us, it's

like, But a secret we've been

:

01:02:47,233 --> 01:02:48,273

working on for a couple of years.

:

01:02:48,493 --> 01:02:50,653

So it's finally great

to be able to share it.

:

01:02:51,323 --> 01:02:52,403

Randall Stevens: Yeah, great.

:

01:02:53,173 --> 01:02:53,923

Well, thanks, Phil.

:

01:02:53,973 --> 01:02:55,143

We'll talk to you again soon.

:

01:02:55,553 --> 01:02:55,973

Phillip Miller: Okay.

:

01:02:56,423 --> 01:02:57,733

Good talking with you, Randall, Evan.

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