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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The Confluence podcast is a collaboration between TRXL and AVAIL, and is produced by TRXL Media.
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
114
: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.
299
: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.
303
:Um, but as long as it's randomized and
everything, um, suddenly it looks real.
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:Evan Troxel: I spent
305
:a lot of time doing a deep dive because I
did a stint in visual effects and modeling
306
:and animation and all these things.
307
: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
312
:had dents and dings.
313
:Everything had dirt, right?
314
:It had,
315
: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
317
:architect, you're designing stuff and
you draw a street and a sidewalk and, The
318
:curb needs a curved edge on it, right?
319
:It needs a chamfered edge because
that just that change in specular
320
:makes it look so much more real,
321
:but all of the rendering engines penalized
us as for for reality back then, right?
322
:Because the more polygons, the
worse it got right back then.
323
:So it's really interesting to hear how.
324
:I mean, we, we went through
severe training to reduce
325
:polygon counts for, uh, for,
326
:decades, right?
327
: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.
331
: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,
333
:okay, we hit this tipping point.
334
:There's no more penalty.
335
:And I'm curious to hear how, like, now
there's a behavior shift that is possible.
336
:Yeah.
337
:And I'm just wondering, like, like,
I'm sure there's a big sigh of relief
338
:from, from people out there, but at the
same time, like, they've been trained
339
:to do it a certain way, uh, do you
think there's gonna be a hard habits to
340
:break, or do you think it's just gonna
be super easygoing because this is how
341
: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
345
: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,
347
: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.
350
: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
354
:really changes things for people.
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:Um, so anyways, the other thing
that happens in Envision, so we
356
:really wanted to try to, first of
all, had to be an animation tool.
357
:Um, because unlike Vantage, which we
had before, which plugged into the DCC
358
:tools, Uh, Digital Content Creation, those
are the, basically that's an animation
359
:tool, like Mac, Cinema 4D, Maya, so on.
360
:Um, they, wherever you animate
is where you're gonna render.
361
:Whoever, whoever owns the
animation owns the final render.
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:Evan Troxel: Yep.
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: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.
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: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.