Background

Concepts

Spil builds upon general concepts, as well as production proven CG pipeline concepts.

General concepts

Pipeline concepts

Philosophy

Spil aims to be : flexible, pragmatic, simple - and reliable.

  • flexible
    Spil is a library, and not a framework.
    It can be plugged to existing pipelines. It easily blends in, to be used only where it is needed.
    It can also be planned at a pipelines core - and be a central part of it.

  • pragmatic
    It all starts as files. So does Spil.
    YAGNI meets WYSIWYG.

  • simple
    Complexity costs money, at all levels of a pipeline.
    Spil aims at simplicity, even at the price of some universality or adaptability.
    Usage is intuitive: it is obvious that hamlet/a/char is an asset category, and hamlet/a/char/ophelia/modeling is a modeling task.
    Producers have an overview, artists see clearly, TDs are empowered.
    That is the goal of Spil.

  • reliable
    This part is yet to prove.
    “In the face of ambiguity, refuse the temptation to guess.”
    But who are you to have read this far anyway?

Limitations

  • The configuration is tricky
    For complex projects, creating the config is not simple, and is lacking tools to help.
    Complex configurations may not work out of the box

  • Beta stage
    The core concepts have been around for a while, and different versions of the Sid are and have been used in production pipelines for some time now.
    But this version of “Spil” is a rewrite. It is currently used in production, but is still young.

  • Needs optimisation
    The resolver is fast (using caches and memoization), but would benefit from a faster rust implementation.
    File sequence support (eg. image sequences using fileseq) is still very slow.

Performance

Spil thrives to be used interactively.
It’s performance depends on the data sources that are used.

  • Spil uses a FindInConstants class to handle configurable data that mostly doesn’t change (types, asset types)

  • Spil ships with a configurable FindInCache class to handle data that changes rarely (projects, sequences, assets, etc.). (not production ready in current release)

  • String / Sid Resolves are internally stored in a custom lru_cache

  • Finders use generators

Plans and ongoing development

The priority is to make the current feature set more robust, efficient, and easy to deploy.

  • tools to help create and verify the configuration files

  • more testing and profiling

  • rust implementation of resolva

To take profit from the Sids universality, we plan on building reusable open source bricks and pipeline tools.

For example:

  • protocol for pipeline actions, for example sid://play?hamlet/s/sq030/**/>/p/movie

  • connectors to Shotgrid, CGWire Kitsu, Ftrack and Databases

  • using the sid as a USD Asset Resolver / In a USD pipeline

  • GraphQL and/or rest API

  • file system style navigation and context handling
    For example cd hamlet/s/sq010