API and performance questions.

There's no public API yet around the software; definitely something we hope to get during this early access. Regarding performance, I think the best answer here would be to analyze this simple graph. The nodes Instance on Points, Points Scatter and Points Near Meshes are all custom built C++ libraries that match or outmatch Bifrost's equivalents in terms of performance, and the other nodes Selection from Names leverage OpenMaya to give you an interface to the content of your Maya viewport. We have this balance everywhere, including in UE5, where we first use the existing API, then slowly replace anything that we deem necessary to replace. For world building, almost all the nodes we provide are custom built. For modeling, there's a mix of custom + OpenMaya tools. This gives us an edge over Bifrost when it comes to making it actually usable by artists, as we can give them the commands they usually work with as nodes, and since they're already used to them, the learning curve becomes marginal. For instance, we can make a tool that queries the mouse position, and allows you to run some operation that a material picker or an object placer that relies on that data. Such tools are impossible to do with Bifrost, because their focus is clearly not (yet?) on ease of use for artists or smart integration within Maya/Max in a way that you can really leverage the features of those softwares. I like to think of GraphN as a new take on hotkeys or macros (really amazing concept in Modo) more so than a competitor to Houdini or Bifrost, because the userbase of those tools really isn't your average environment, props or character artist, and those are the people we're primarily targeting.
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Unknown User•4y ago
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Adnan Chaumette
Adnan ChaumetteOP•4y ago
Yep the custom libraries we have are in C++. Given how broad our range is, from supporting multiple DCCs to having multiple libraries together, what we want to do is provide documentation for specific APIs and how you can use them, instead of a global API around the whole thing, as there's no such thing. For example, we have a cusom arrays library that is much faster than Maya's or Numpy, and that one would have a documentation on its own, as it's not tied to 3D or anything, and is a thing that would benefit people from any industry. And thanks for your input! Definitely worth a lot to us 🙂 as you've mentioned, the tricky part there is just the pricing/income ramifications that come with a decision like that. I'm sure we'll find a good compromise, though.
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