Vendors: We all don't use Iray ...

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  • KhoryKhory Posts: 3,854
    wowie said:
    Khory said:

    Then the question is would those render as quickly or more quickly than Iray?

    Probably.

    https://3delight.atlassian.net/wiki/display/3DSP/Ray+Tracing+Stress+Test

    Here's a page on their wiki comparing 3delight, Renderman and Arnold. Maybe it's biased smiley, but there's really nothing stopping anyone to download a trial of Maya or Houdini and compare it themselves for their purposes.

    I sincerely doubt DAZ is going to update 3delight to use the OSL path though. Since they've never bothered 'catching up' to the modernized 3delight even with RSL.

    Khory said:

    And would any of the people who have regularly said they use 3DL because it is not realistic be intrested? I am quessiong that is why Daz has not implimnented the PBR stuff for 3DL, because the 3dl people have been very strongly against PBR.

    What 3delight 'people' have been strongly against PBR? I'll be the first one to welcome anything new in 3delight for DAZ Studio. The shaders and shader bricks are so woefully outdated in DAZ Studio, people just assume 3delight in DAZ Studio can not do PBR rendering. Hell, DAZ developers never implemented 3Delight's physical sun and sky, raytraced subsurface scattering or properly implement GI with ray caching.

    The 3DL for DS is the same as the 3DL for Maya.  The difference is whether DAZ exposes the extras or is going to rely on the PAs to do it.

    Technically yes. DAZ just never implemented the 'extra' things that are implemented in Maya (3Delight's physical sun and sky, raytraced subsurface scattering or properly implement GI with ray caching). Hell, they even still ship Oren Nayar shader brick as a specular BSDF rather than a diffuse one. laugh

    The big problem is that somebody needs to code a faster bounce light thing.

    Use kettu's script to force 3delight in DAZ Studio to pass the proper ray caching parameter to the renderer. I've seen something like 5 to 20x speedup with UE2's IDL and bounceGI mode with it. The only reason I can think of why DAZ didn't use it is memory consumption, which is a valid point if you are still using 32 bit and memory constrained below 3 GB of RAM. GI without ray caching is like doing photon mapping without irradiance caching.

    As I have said before, If they don't it isn't because they are not interested in updating. I just expect that there would be WAY more negative responses to adding pbr to 3dl than positive reactions. And if your unaware of how negative the 3dl users have been about PBR then your really not paying attention to these forums. They have repeatedly said that they do not want realism. You may think that PBR for 3dl would be great but I suspect you would have a hard time finding even a dozen people on these forums who would express that with you.

  • Serene NightSerene Night Posts: 17,704
    edited August 2016

     

    frank0314 said:

    I appreciate those vendors who continue to supply 3Delight materials, and will not purchase from those who do not.  Life is to short to wait for iRay to render.

    Depending on your settings and the amount of lights you have in teh scene, iray is much faster than 3DL or Poser. A scene that takes me 6 hours in 3DL only takes me 2 hours in Iray with a lot better quality.

    This hasn't been my experience. Especially for complex scenes Iray is many times slower for me. 3delight and yes the light is good.

    Post edited by Serene Night on
  • Kendall SearsKendall Sears Posts: 2,995
    Khory said:

    The 3DL for DS is the same as the 3DL for Maya.  The difference is whether DAZ exposes the extras or is going to rely on the PAs to do it.

    I don't have the time to take it on right now.

    Kendall

    I personaly think the question is would anyone really be excited about it? PBR by its very nature uses more calculations than a 3dl render with faked lighting etc. The later is what most of the 3dl people are using because they want the speed. They are not even using Uber enviroment because that takes renders into and past most Iray times. The only people who might be pleased by the addition are non nvida users if (and it is a big if) the pbr for 3dl would be faster for them. In other words, would Daz get more flack or more back pats by exposing the PBR option?

    Just to be a bit pedantic:  Physically Correct Lighting/Plausible Shading is not the same as PBR.  Both methods are still 'biased' as opposed to 'unbiased' but use a plethora of steps to speed the rendering.  Ray Caching, Path Buffering, Path Tracing, and other methods can keep the calculations way down.  The downsides are the expense of static resources.  Where PBR throws massive processing at the problem, these methods throw massive memory/cache at the problem.

    Let's be realistic, the new features aren't going to operate in 32bit space efficiently (if at all) and will require 64bit level resources.  BUT... either you use massive amounts of VRAM or massive amounts of DRAM.  Somewhere, the resources get consumed.  Again, it falls back on the limitations of the OS.

    Kendall

  • Kendall SearsKendall Sears Posts: 2,995
    edited August 2016
    The 3DL for DS is the same as the 3DL for Maya.  The difference is whether DAZ exposes the extras or is going to rely on the PAs to do it.

    Technically yes. DAZ just never implemented the 'extra' things that are implemented in Maya (3Delight's physical sun and sky, raytraced subsurface scattering or properly implement GI with ray caching). Hell, they even still ship Oren Nayar shader brick as a specular BSDF rather than a diffuse one. laughAnd we all know Lambert diffuse aren't remotely close to physically correct diffuse.

    The big problem is that somebody needs to code a faster bounce light thing.

    Use kettu's script to force 3delight in DAZ Studio to pass the proper ray caching parameter to the renderer. I've seen something like 5 to 20x speedup with UE2's IDL and bounceGI mode with it. The only reason I can think of why DAZ didn't use it is memory consumption, which is a valid point if you are still using 32 bit and memory constrained below 3 GB of RAM. GI without ray caching is like doing photon mapping without irradiance caching.

    I am not in a position to know, nor have I asked, but it looks to me that DAZ's in-house RenderMan resources are probably severely lacking.  I've not seen anything in quite some time to make me believe that their RenderMan person(s) is/are still around.  Supporting 3DL from the DLL standpoint is fairly straight forward and one can nominally use the new(er) libraries with the older code with little effort.  However, writing new bricks and supporting new features within the engine may be outside of the resources available.  We must remember that DAZ's resources are finite and personnel must be allocated where the "most good" will happen.

    This is why I wondered if DAZ is going to rely on PAs to expose the new features.  For sure, there will be some inherent speed increases from internal DLL routines calling newer, more efficient, DLL routines.  How much of a performance increase we'll see is a question mark, especially when we already take a performance hit simply from using the DLL in the first place.

    In all fairness... Autodesk didn't add the new features to the Maya plugin, DNAr did.  Also, the plugin for Maya isn't free beyond the limitations in the standalone, where DAZ is providing a fully exposed engine for no cost to the user.

    Kendall

     

    Post edited by Kendall Sears on
  • WillowRavenWillowRaven Posts: 3,787

    Why do people assume the reason someone doesn't use Iray is because their computer can't handle it or their gxf card is lacking. Neither is the case for me. Simply put ... I prefer 3DL and 4.7 for my needs.

    Sooo ... Back to my question ... lol ... Has anyone tested the new Old Garden set in 3DL? I just want to know how it looks.

  • Kendall SearsKendall Sears Posts: 2,995

    Why do people assume the reason someone doesn't use Iray is because their computer can't handle it or their gxf card is lacking. Neither is the case for me. Simply put ... I prefer 3DL and 4.7 for my needs.

    Sooo ... Back to my question ... lol ... Has anyone tested the new Old Garden set in 3DL? I just want to know how it looks.

    Mostly because the majority of those responding are referencing that very reason.  It is true that I also use 3DL for most of my work, and I have no dearth of hardware resources.  However, I also use Iray where it is appropriate without hesitation.  I have absolutely no qualms about resurfacing things as the needs arise, including taking the item into Substance Painter and redoing it completely if I don't have something appropriate already.  In fact, I rarely leave surfaces as the creator shipped them.  In most cases, the PA's selection of materials is completely wrong for my needs so I have to manipulate them anyway.  In most cases, I don't even use complete items most of the time unless the item is simply a blouse, a pair of pants, or a singular prop.  Environments are a guaranteed "not use most things" since I buy them because they "mostly" fit my needs and keep me from having to do it myself.  More often than not the first thing that happens is that the item(s) are either exported to Hexagon for modification or is taken into the PGE to have pieces removed.

    It's looking like no one reading this thread has tried it in 3DL.  I do not have this item since it is outside of the composition needs that I have.  Going by what I'm seeing in the unshaded promo, I don't see anything that couldn't be fairly easily manipulated surface wise.  Everything *looks* to be geometry as opposed to transmapped, but I cannot get a close enough look at the vegetation to tell if the leaves and petals are real or planes.

    I cannot tell what method was used for any wood grain, or other displaced/bump-mapped/normal-mapped surfaces that have texture.  However, it shouldn't be too hard to apply generic textures to the surfaces.

    Kendall

  • WillowRavenWillowRaven Posts: 3,787

    Thanks, Ken :D

  • kyoto kidkyoto kid Posts: 41,845

     

    frank0314 said:

    I appreciate those vendors who continue to supply 3Delight materials, and will not purchase from those who do not.  Life is to short to wait for iRay to render.

    Depending on your settings and the amount of lights you have in teh scene, iray is much faster than 3DL or Poser. A scene that takes me 6 hours in 3DL only takes me 2 hours in Iray with a lot better quality.

    This hasn't been my experience. Especially for complex scenes Iray is many times slower for me. 3delight and yes the light is good.

    ...which is what I have been saying all along as well, especially when it comes to interior scenes.

  • kyoto kidkyoto kid Posts: 41,845
    wowie said:
     

    The big problem is that somebody needs to code a faster bounce light thing.

    Use kettu's script to force 3delight in DAZ Studio to pass the proper ray caching parameter to the renderer. I've seen something like 5 to 20x speedup with UE2's IDL and bounceGI mode with it. The only reason I can think of why DAZ didn't use it is memory consumption, which is a valid point if you are still using 32 bit and memory constrained below 3 GB of RAM. GI without ray caching is like doing photon mapping without irradiance caching.

    ...so where does one find this script?

  • wowiewowie Posts: 2,029
    edited August 2016
    kyoto kid said:

    ...so where does one find this script?

    Ask her via PM.

    OK, here's a very quick test just using DS 4.7. Don't know if this still ships with the 4.8 or 4.9.

    Default DS render options

    3 minutes 46.49 seconds

    Default DS render options with progressive rendering enabled.

    3 minutes 1.10 seconds

    Fast but noisy.

    Default DS render options with progressive rendering enabled using UE2. IDL strength is 200%, occlusion samples 128, shading rate is default, max error is 0.0010, max trace distance is 500.

    8 minutes 46.67 seconds

    And last, the same scene with raycaching enabled via kettu's script. Used the Raytracer General option, but changed the bucket size to 16, since that is what's used in the other renders.

    2 minutes 29.13 seconds

    Those with iray should be able to do comparison pretty easily. Just load the scene, set your render settings and render.

    In all fairness... Autodesk didn't add the new features to the Maya plugin, DNAr did.  Also, the plugin for Maya isn't free beyond the limitations in the standalone, where DAZ is providing a fully exposed engine for no cost to the user.

    Kendall

    Yes, the DNA people did an amazing job with integration in Softimage, Maya and Max. I don't use Katana and it's not even out yet so I don't know about that.

    Khory said:

    As I have said before, If they don't it isn't because they are not interested in updating. I just expect that there would be WAY more negative responses to adding pbr to 3dl than positive reactions. And if your unaware of how negative the 3dl users have been about PBR then your really not paying attention to these forums. They have repeatedly said that they do not want realism. You may think that PBR for 3dl would be great but I suspect you would have a hard time finding even a dozen people on these forums who would express that with you.

    Unlike iray, 3delight support both NPR and physically plausible rendering. Those who don't want realism can continue using 3delight and the existing shaders/libraries. Those who want to use physically plausible shading can also use the same renderer, just with a different shader. Just call it something else than DAZ Default - DAZ Default PBR or something. Houdini devs took that approach with Mantra. Probably the only other renderer I know that support REYES, ray tracing, and PBR rendering in one renderer (since Pixar has dropped REYES and RSL altogether with RIS 21).

    default.jpg
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    UE2 raycache.jpg
    1920 x 1080 - 485K
    UE2 without raycache.jpg
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    default progressive.jpg
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    Post edited by wowie on
  • wowiewowie Posts: 2,029
    edited August 2016

    I am not in a position to know, nor have I asked, but it looks to me that DAZ's in-house RenderMan resources are probably severely lacking.  I've not seen anything in quite some time to make me believe that their RenderMan person(s) is/are still around.  Supporting 3DL from the DLL standpoint is fairly straight forward and one can nominally use the new(er) libraries with the older code with little effort.  However, writing new bricks and supporting new features within the engine may be outside of the resources available.  We must remember that DAZ's resources are finite and personnel must be allocated where the "most good" will happen.

    Kendall

    Her kit has no DLL whatsoever. It's all just shader code and scripts. All the power is already in the renderer built into DAZ Studio, it's just been untapped all this time.

    All the script does is insert one line into the .RIB to enable ray caching (along with the usual render options parameters). C4D users with 3delight also had to resort to RIB editing to get that.

    // Option "trace" "int diffuseraycache" 1aTokens = [ "int diffuseraycache" ];aParams = [ 1 ];Renderer.riOption( "trace", aTokens, aParams );

     

    She basically wrote a few shaders (general dielectric, metal, glass, hair), an area light shader, updated point/spot/distant light and even managed to get a photon mapping kit to get caustics. Here's a thought - someone in DAZ should get in touch with her.  Or maybe group of PAs still interested in 3delight.

    Post edited by wowie on
  • One thing to consider; most of the 3Delight shaders and light sets we are discussing had to be done the way they were simply because at the time they were created most computers did not have the ability to access 4 GB of RAM which is the limit of a 32 bit program. And until 32 bit computers and software go the way of the dodo, it wouldn't be practical to upgrade the light sets to support it unless you creates an entirely separate version for 64 bit.

  • Kendall SearsKendall Sears Posts: 2,995
    wowie said:

    I am not in a position to know, nor have I asked, but it looks to me that DAZ's in-house RenderMan resources are probably severely lacking.  I've not seen anything in quite some time to make me believe that their RenderMan person(s) is/are still around.  Supporting 3DL from the DLL standpoint is fairly straight forward and one can nominally use the new(er) libraries with the older code with little effort.  However, writing new bricks and supporting new features within the engine may be outside of the resources available.  We must remember that DAZ's resources are finite and personnel must be allocated where the "most good" will happen.

    Kendall

    Her kit has no DLL whatsoever. It's all just shader code and scripts. All the power is already in the renderer built into DAZ Studio, it's just been untapped all this time.

    All the script does is insert one line into the .RIB to enable ray caching (along with the usual render options parameters). C4D users with 3delight also had to resort to RIB editing to get that.

    // Option "trace" "int diffuseraycache" 1aTokens = [ "int diffuseraycache" ];aParams = [ 1 ];Renderer.riOption( "trace", aTokens, aParams );

     

    She basically wrote a few shaders (general dielectric, metal, glass, hair), an area light shader, updated point/spot/distant light and even managed to get a photon mapping kit to get caustics. Here's a thought - someone in DAZ should get in touch with her.  Or maybe group of PAs still interested in 3delight.

    The DLL I'm talking about is the 3DL one than DAZ calls from DS to start the rendering process.  The options that are used to start/control the DLL severely limit the performance.

    Kendall

  • Kendall SearsKendall Sears Posts: 2,995

    One thing to consider; most of the 3Delight shaders and light sets we are discussing had to be done the way they were simply because at the time they were created most computers did not have the ability to access 4 GB of RAM which is the limit of a 32 bit program. And until 32 bit computers and software go the way of the dodo, it wouldn't be practical to upgrade the light sets to support it unless you creates an entirely separate version for 64 bit.

    Iray already requires 64 bit to run, the 32 bit DS does indeed still only use 3DL.  The question is whether DAZ still has the personnel to modify the shaders and such to take advantage of the new features.  Renderman programming skills are fairly rare and tend to be expensive to obtain.

    Kendall

  • @WillowRaven - Loaded in the Full Scene.  Switched render engine from Iray to 3Delight.  Hit render.  :)

     

    garden.jpg
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  • WillowRavenWillowRaven Posts: 3,787

    Thanks, Digital Lite Design. Were any lights used or are these the default lights?

  • It loads with a distant light.  :)

  • WillowRavenWillowRaven Posts: 3,787

    It loads with a distant light.  :)

    Thanks :D

  • kyoto kidkyoto kid Posts: 41,845
    edited August 2016

    One thing to consider; most of the 3Delight shaders and light sets we are discussing had to be done the way they were simply because at the time they were created most computers did not have the ability to access 4 GB of RAM which is the limit of a 32 bit program. And until 32 bit computers and software go the way of the dodo, it wouldn't be practical to upgrade the light sets to support it unless you creates an entirely separate version for 64 bit.

    Iray already requires 64 bit to run, the 32 bit DS does indeed still only use 3DL.  The question is whether DAZ still has the personnel to modify the shaders and such to take advantage of the new features.  Renderman programming skills are fairly rare and tend to be expensive to obtain.

    Kendall

    ...however, Iray being newer, wouldn't finding skilled developers for it (outside of Nvidia) be even more difficult?

    The other issue is, how many people are realistically doing this on 32 bit systems that only allow 2 GB (3 if set to Large Address Aware) of memory to be allocated fo any single application.  I couldn't use UE in 32 bit without the process crashing (which is why I never bought into the Uber shader and light expansions). Crikey, even without UE, using say a Stonemason set and a couple characters often resulted in a crash.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,845
    edited August 2016

    It loads with a distant light.  :)

    Thanks :D

    ...if you have the AOA Advanced lights, I'd try the Ambient with the AoA Distant light.

    Post edited by kyoto kid on
  • kyoto kid said:

    One thing to consider; most of the 3Delight shaders and light sets we are discussing had to be done the way they were simply because at the time they were created most computers did not have the ability to access 4 GB of RAM which is the limit of a 32 bit program. And until 32 bit computers and software go the way of the dodo, it wouldn't be practical to upgrade the light sets to support it unless you creates an entirely separate version for 64 bit.

    Iray already requires 64 bit to run, the 32 bit DS does indeed still only use 3DL.  The question is whether DAZ still has the personnel to modify the shaders and such to take advantage of the new features.  Renderman programming skills are fairly rare and tend to be expensive to obtain.

    Kendall

    ...however, Iray being newer, wouldn't finding skilled developers for it (outside of Nvidia) be even more difficult?

    The other issue is, how many people are realistically doing this on 32 bit systems that only allow 2 GB (3 if set to Large Address Aware) of memory to be allocated fo any single application.  I couldn't use UE in 32 bit without the process crashing (which is why I never bought into the Uber shader and light expansions). Crikey, even without UE, using say a Stonemason set and a couple characters often resulted in a crash.

    I was until recently, believe it or not. Have to build a new PC to replace the antique I was using (I had it maxed out with 2 GB RAM on the motherboard).

  • kyoto kidkyoto kid Posts: 41,845

    ....I had 4 and still experienced frequent crashes.

  • kyoto kid said:

    ....I had 4 and still experienced frequent crashes.

    Well, I experinced crashes too, for that matter. The point that I was making, and that got misplaced somewhere, is that back when omnifreaker did the UberEnvironment lights, we didn't have a 64 bit DAZ Studio yet, so we would have been slowing or renders even more if cachin had been enabled.

  • Kendall SearsKendall Sears Posts: 2,995
    edited August 2016
    kyoto kid said:

    One thing to consider; most of the 3Delight shaders and light sets we are discussing had to be done the way they were simply because at the time they were created most computers did not have the ability to access 4 GB of RAM which is the limit of a 32 bit program. And until 32 bit computers and software go the way of the dodo, it wouldn't be practical to upgrade the light sets to support it unless you creates an entirely separate version for 64 bit.

    Iray already requires 64 bit to run, the 32 bit DS does indeed still only use 3DL.  The question is whether DAZ still has the personnel to modify the shaders and such to take advantage of the new features.  Renderman programming skills are fairly rare and tend to be expensive to obtain.

    Kendall

    ...however, Iray being newer, wouldn't finding skilled developers for it (outside of Nvidia) be even more difficult?

    The other issue is, how many people are realistically doing this on 32 bit systems that only allow 2 GB (3 if set to Large Address Aware) of memory to be allocated fo any single application.  I couldn't use UE in 32 bit without the process crashing (which is why I never bought into the Uber shader and light expansions). Crikey, even without UE, using say a Stonemason set and a couple characters often resulted in a crash.

    RiSpec programming and RSL in particular are VERY rare skills.  Those who have the skills (and are willing to move to Cali) can demand substantial payment.  There are those of us who know the languages and do the occasional contract work, but many of us are getting older, not friendly to relocation (EDIT: removed due to disturbing misinterpretation of original content), and not fans of having our hard written RSL code "claimed" by the clients as "work for hire" and "exclusive" to them.  This is why you don't see much RiSpec and RSL in the open, the clients pay a lot for the work put in to get the "look" and keep it for themselves.  Even when one does come in with documentation that one has "tools" that exist before starting to work for them, many times the contracts have clauses that keep people from taking positions creating similar RiSpec/RSL for periods of time afterward.  -- Yes, I am bitter about it.

    Iray, being newer and OSL compatible, has the attention of the younger crowd and has many more GUI based utilities.  I've found that lately the "young pups" are not patient enough (on the whole) to sit and program in the traditional way.  Even at the Engineering Schools the Faculty bemoan the lack of perseverance in modern students, the Liberal Arts University Faculties are beside themselves at the calibre of "Computer Science" students in their classes.

    Kendall

    Post edited by Kendall Sears on
  • kyoto kidkyoto kid Posts: 41,845
    edited August 2016

    ...so how does one acquire those skills?  Or is RSL/RiSpec kept as some deep dark secret you have to pay 1,000$s to learn?

    I totally agree with the state of programming today.  Nobody appears to care about documenting anything, and stuff seems slapped together just to work for the "time being".  Too much spaghetti and not enough style anymore.

    Yeah, I know other people who did contract work, and I agree with you on it as well.

    Post edited by kyoto kid on
  • MattymanxMattymanx Posts: 6,996
    kyoto kid said:

    ...so how does one acquire those skills?  Or is RSL/RiSpec kept as some deep dark secret you have to pay 1,000$s to learn

    Make a deal with the Dark Side...

  • Kendall SearsKendall Sears Posts: 2,995
    edited August 2016
    kyoto kid said:

    ...so how does one acquire those skills?  Or is RSL/RiSpec kept as some deep dark secret you have to pay 1,000$s to learn?

    I totally agree with the state of programming today.  Nobody appears to care about documenting anything, and stuff seems slapped together just to work for the "time being".  Too much spaghetti and not enough style anymore.

    Yeah, I know other people who did contract work, and I agree with you on it as well.

    Mostly by doing.  RiSpec docs are readily available.  As with any programming language, there are levels to pricing depending on what you are trying to do -- from free to very expensive.  Always keep in mind that there are 2 sides to RenderMan -- the RiSpec side which is standardized and is supposed to give very similar results on any RiSpec Compliant Render Engine.  "Similar" is used because a lot of RiSpec includes the use of random and noise.  By definition, these introduce variance.  And then there's the Engine Specific extensions that are outside the spec that no one else has, or that other's have that is "kinda sorta" like it.  Once you enter into the extensions, you are forever in "one camp, or the other".

    DS has some very interesting features for playing with RSL and RiSpec and seeing the results pretty much immediately, though a lot of it is also limited.  The other way is to grab your favorite text editor/IDE, start writing code and feeding it to an engine to see what happens.

    If you create a very small reference scene and output a RIB, you'll get an idea of how massively large the code can become.  Due to the nature of the beast, RIBs with many millions of lines of code are not uncommon.  Make sure that your Text Editor is not 32 bit.  Notepad++ is notorious for not being able to handle RIB files well.

    Kendall

    Post edited by Kendall Sears on
  • nonesuch00nonesuch00 Posts: 18,714

    When I programmerer the only really rare skill amongst programmers was those programmers that actually made a concerted effort to test their code thoroughly enough. Anything else was learnable on an as-needed basis.

  • Kendall SearsKendall Sears Posts: 2,995
    edited August 2016

    When I programmerer the only really rare skill amongst programmers was those programmers that actually made a concerted effort to test their code thoroughly enough. Anything else was learnable on an as-needed basis.

    You've never played with AI/Expert Systems languages, have you? smiley  There are many programming languages that do not use the same skills as programming in C, C++, BASIC, or Pascal.  OPS5, Lisp, Forth, Prolog, and others.  There are languages that look a lot like XML/JSON but without the objects.  There are strict sequential languages that have few methods for jumps, and no subroutines at all (sorta like writing everything in inline assy).  There are languages where almost nothing is sequential.  There are even languages that change/morph as you program them (Forth is one of these).

    Many of these take years of training to learn before one can competantly write anything of value in them.  Many of them you may never get the chance to program UNLESS you've had specific training in the first place.

    EDIT:  RIB is a lot like a description file that happens to contain code.  There are a lot of global variables (with really stupid single letter names) that have very specific meanings in one context, while having a completely different meaning in another context, yet the two are mere lines apart.

    I remember when I was younger, a much more experienced programmer once opined the following:  "The only language every programmer understands is Profanity."

    Kendall

    Post edited by Kendall Sears on
  • kyoto kidkyoto kid Posts: 41,845

    ...I totally agree with that last quote.

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