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CGT : What according to you is the main difference between a TV Series and a Feature Production when it comes to handling the Production perspective?
George : Feature Production means both more number of assets as well as more people to manage. When it is a small team, communication can be within themselves via passing notes or in just a verbal manner, although i wouldn't advise that even with a very small group. As the number increases, the demand for a tool to trak the production is of prime importance. The System has to be more standardized.
Marlon : While working in Shrek, the production managers to the artists ratio increased , so different tools had to be brought in to help the production managers keep tab of the production process.
CGT : You had mentioned something about Version Control Mechanisms. Can you elaborate a little on that ?
Marlon : According to me the Version Control System should go beyond and be a Revision Control and Distribution System . A set of tools that control versions of animation data and the distribution for production and rendering work flow. This system allows production departments to work independently of each other without overwriting each others files. Files are merged back into a common master tree and redistributed for updates to other departments and segregated rendering.
CGT : How important do you think is the User Friendliness or beautification of the tools and systems built by the Techies in production environment predominated by Artists?
George : Well, whatever it takes to enhance the production and help the artist is ok. What is of more importance is that the artists should use it. There is nothing worse than a production tool being made but left idle because the artists are not able to use it properly. So, of course the GUI has to be easy to understand and user friendly.
But the actual reality is hard. The artists also have to look at the larger goal when they demand for beautified production tools and realize that if within a limited time frame there is a requirement then they have to make the best out of whatever is provided to them.
CGT : Well, all said and done, we all have faced situations when even if all has gone well, its the RENDERING time that sweats out most of the Production Engineers. So, where would you position a Render Management System in the Workflow ?
George : I believe a Render Management System should be there in a number of place doing various tasks. It should be made maximum use of in order to have the optimum Compucost utilization of the render farm. For example, the process of creating Playblasts of scenes can be parallelized. Similarly, lighting renders as well as simulations can also be parallelized to make the best use of the farm. Time taking processes can be packaged to be executed in the farm in a distributed manner.
Another good use of the render management system can be to do “Trending”, that is generating trends in rendering. The system should be able to notice trends in error problems and forecast the same based on previous renders. This can be very useful at the final render stage during a production. Besides that, its the Lighting TD who can make the best out of a shot both technically as well as aesthetically.
CGT : With all these leaps in technology and the process of Feature Film Making, How realistic do you think is a globally Distributed Production Pipeline?
George : Well, technically i definitely think it is possible. We already have all the technologies in our disposal to make the nest use of. But, i still feel it is physically inherent. There are lots of other factors also involved, you know. Production Houses need to be geared up and ready with their internal Pipeline structured first before going for a distributed format.
Actually in one of the new projects that i am doing will involve a bit of a distributed pipeline. So, i am all excited about it.
CGT : In the end, with all the productions that you have seen, what according to you is the most common “Bottleneck “ in a production environment?
Marlon : Production Management is the biggest crunch in any scenario. CPUs, I/O Devices, Disk Space, Network Bandwidth are all quantifiable and balanced resources. Bottlenecks created due to these can be easily tackled. But it is actually the human element in production that a pipeline architect has to look at. The production guys should understand and make the most optimal use of the pipeline systems in place during production.
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