Autodesk® Masters Award Winner - Helge Mathee - Softimage
Bio
Helge Mathee started developing Softimage plugins before graduating university. In the early 2000s while at the University of Hamburg, he ran the popular Mindthink Tools plugin set. After graduation Helge joined the team at Omation, producing one of the first full CG features done completely with Softimage XSI. Avid recognized his software talent and hired him on as a full-time developer. While at Softimage and then Autodesk he contributed to the core of Softimage, working mainly on the ICE framework. After his stint at Softimage, Helge joined Sixbirds Productions where he began once again to create valuable Softimage plugins, including Momentum and Kratos. His long list of achieved plugins also includes: PixelParticles, Melena, Bricks, several shaders as well as extensions to the Arnold renderer to improve its Softimage integration. Momentum, which is a complete integration of the Bullet Physics engine, has since become one of the most popular plugins for Softimage. He is currently employed at Fabric Engine, working on high performance realtime 3D for the browser. Helge may not be an artist himself, but he has made it easier for so many Softimage artists to express themselves...
Q&A
- How did you get involved in computer graphics?
While studying computer science I worked for several commercial studios in Hamburg in a technical support role. The product mainly involved at that time was Electric Image, but eventually one studio, Electric Umbrella, converted its pipeline to Softimage. I then had the chance to dive into 3D using Softimage and developing for it. Given the choice between software development in the areas of databases for banks resp. storage systems vs. animation software, the decision was obvious. Since then I haven't split.
- What are some of the projects you have worked on?
I started my professional career at a company called Omation in California, where I led the research and development team. The task was to complete a funny and wild 3D feature called 'The Barnyard'. The job included the development of an asset mangement system, the full rendering pipeline as well as FX systems such as a rigid body simulation engine and many more. Additional to 'The Barnyard', I have also worked on two movies called 'Wings United' and 'No Pets Allowed' at Sixbirds Productions, Barcelona, where I was given the chance to develop a broad range of supporting technology, which the company released under LGPL. So far the main project I have worked on, however, is the Softimage product itself. Having been part of the development team for five years means a lot to me, and I am still quite connected to the software and its community.
- As an Autodesk Master, for what do you use the 3D software?
I normally don't model, animate, or do look development. You wouldn't want to hire me for that. When working in Softimage, I mainly script as well as use the ICE framework, to build effects or utilities for the rest of the production team to use. For example: During the production of 'Ra.One' at Synthespians Studios, I supported the team with an ICE based system to create the complex, intelligent and robotic voxel effect. Concentrating on the technical challenges, I try to abstract the complexity away from the users as much as possible, so they on their end can concentrate on the produced result.
- What makes this industry so exciting to you?
I just love animation, films and games to the same extend. To me the work we do is fun all the way. I am engaged by challenges the industry seeks every upcoming year. I don't suffer in demotivation, rather do I have to be careful with over-hours. Having found the job I love is the biggest achievement in every day life, since it pays the bills, pushes my mind and is what I enjoy. Playing a game on a console for example to me is exciting in several ways: The animation, art and story can be a blast! The visuals, effects and artificial intelligence can be thrilling! But in the end, all of that is also somehow connected to my own work, which makes me proud.
- Where do you see the industry going in the next five years?
Being employed at Fabric Engine, I believe in web applications providing the same performance as natively installed software. Adding cloud rendering services, web distributed software as well as solid standards such as Alembic.IO, the industry will become more generalized, to allow artists to work the
way they want. Alembic.IO is a huge step in the right direction, both in versatility as well as performance, which is why I am working on making Alembic.IO available as an integration for Softimage with Exocortex. Another interesting topic concerning the future of the industry is collaboration. Looking at Google Documents, which allows multiple people to work together on text documents, for example, I wonder how a collaboration scheme can be applied to the world of 3D. I have recently developed a framework which allows programmers to integrate 3D tools with client to client communication, as seen here. Even if you are not into web technology, I strongly believe that collaboration is a huge deal for the future of software development.
- What words of wisdom do you have for anyone interested in entering the professional world of 3D computer graphics?
Push. A lot. Try everything. If you end up in a role that doesn't fit you, try something else. Nothing is worse than working in a job 9 to 5 which you hate. Competition can be important, but your own drive, may it be artistic or technical, is the biggest weapon to hit the target. Also, from my experience, it's very good to speak up (politely). In such a young industry nobody "knows" how to build the perfect pipeline, for example. There's a lot of room for innovation, and new approaches to be explored.
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