For those of you that don't know me and Bao put together a free two-hour trading course for the brand-new trader This is basically a two-hour introduction into the world of trading some setups that we use some of our history If you are a brand-new trader, this is kind of your crash course into trading. It's completely free. No strings attached We basically create this because we get too many questions and this is kind of a way to make it easier for us So that's available at my investing club.co.co There's limited seating every single week. So please reserve your spot Number two is if you don't know, we're having a holiday sale until December 31st The price of annual is cut by 200 and the price of lifetime is cut by a thousand We're basically raising prices after December. We're raising prices from the monthly from 179 to 199 We're raising the price of annual from 1790 to 1990 All current members will be grandfathered in so you have to sign up before December 31st to lock in your prices because after we are confirmed raising prices We've given everyone over a year to lock in their prices. We give too much value too much education all the DVDs for free We don't upsell. We don't upcharge. So it's only fair that we kind of raise our prices. So Let's talk about yesterday, right? So if you did not watch yesterday's video I highly highly highly suggest that you watch yesterday's video. So by the end of the video yesterday, I Got pulled over I got pulled over for walking and this is kind of a crazy scenario because I walk down my street every single Maybe three three four times a week, right? One of the times or two of the times I recorded the other two I do it for myself to relax So I walk the same exact trail every single time. I don't change it. I don't adjust it I do the same thing. I'm a man of routine. I'm a man of consistency.  I fall the same trail every single time.  So he pulls he pulls me over and he's like, hey, what are you doing? I'm like, I'm making a live video.   And I'm like, I live right here. He's like, do you have your ID with you? And I didn't have my idea with me who takes their ID when they go on a walk around their own town, right? so I Bring I'm like, but you could follow me back to my house and I'll show you my ID.  My neighbor Sal is bugging out looking at me like a psychopath Because I have four cops at the house like hey Sal was up very very calm very chill And then basically they come All the cops there's like eight cops at my house now the entire police force is at my house and I go inside and I go get my wallet to go get show my ID While they're at my house to look at the cars in the garage and they're big car guys So we start talking cars I hand one of the cops my ID the other seven I'm talking to about cars Like what rims do you have and you have the acrobatic exhaust like do this that you drop it this that so we're talking We're bullshitting cars and then The long story short of it was that one of my neighbors that I guess thought something was sketchy Called the cops and said that there was a suspicious person walking outside with a selfie stick and To me I don't think I was doing anything suspicious I was just walking outside my normal walking routine literally looking at the camera pointing the camera at myself Just talking, but I guess I don't know what the hell happened. I mean people call the cops on everyone I mean, I don't really get it, but I don't think it's a crime to be suspicious I don't think it's a crime to walk in my own town But the cops are very respectful.      So as Soon as I come home and as soon as I come home, I get I said I try Making my parents freak out a little bit. I sent them the picture and I'm like, hey You got to pick me up for the police station. I got into some trouble I had my cousin text me because he saw it on Instagram my grandma called me today She's like, I don't speak English, but I saw the YouTube thumbnail what the hell happened So it's kind of funny man It's funny that that type of stuff those kind of videos are the ones that people want to watch Yet when you're giving them all the gold and all the trading advice for free They don't give a shit man. That's what really blows my mind about this whole scenario, right?  I'm glad the cops were Respectful. I know every single one on the force now I'm gonna try to get them into trading maybe give them a lifetime membership if I can but hey It is what it is and that's kind of how the world works people care more about drama than they do education So it is what it is As for trading today and some advice We talk about this tub that we talk about this we talk about this subject a lot, right?  It's just the way I was raised It's the way I was born. I don't like wasting opportunity So whenever I see whenever I'm at the desk, I feel like I have to trade even if I'm not trading I want to sit there and learn and that's where shit gets dangerous, right?  So for example in the morning in the morning When there are no plays or when it is slow We oftentimes try to go and look for plays just for the sake of getting our daily fix So after a while, I don't know what you guys will understand this eventually After a while trading becomes fun right trading becomes fun It's supposed to be fun once you understand the process and once you know how to make money. It's fun, right? So after a certain time you start chasing that high you start chasing having that fun you start chasing The ability to make a plan and be right after a certain point the money stops mattering You don't do it for the money anymore. You do it for the drug of it, right? You do it for the fun of it So someone like bow who's been trading for 20 years that has more money than God Does this because he loves it and oftentimes when you have a lot of money? That is the easiest way to lose the money because you don't manage your risk properly. So today when bow Came back to trade because now is an Asia for his birthday. He's all around Japan and Vietnam so whenever he came back today after like two weeks of not trading and What I told him is like bro take it slow remember our process put your fantasy orders out You are itching to trade you are horny for a trade You will force a trade if you don't see it and what he did right today, man was he put his fantasy orders He didn't make much money, but that was in the point the point was that he stuck to his process So my advice to you guys on slow trading days is this Recognize that a slow trading day is not a day to make money a slow trading day as a day to go back and study Watch more videos educate yourself educate yourself educate yourself so that when the market does pick up When it does get hot again that you have the best chances to succeed If the market is slow sit there and watch the fucking charts form if the market is slow Pull up about trading recap video and watch it in the background while you're watching the tape When the market is slow reach out to Tosh or Austin for a trader call when the market is slow Talk to your tab about how to improve your process just because the day is slow in the market doesn't mean that you have no work to do It just means that you have no trades to take so use that Extra time that you have to improve your process right every single day I tell you guys that when I'm done with these live videos I recap the video from the day before I reread the commentary from the day before I watch an old daily recap video because Just like any good movie or just like any good workout the more you do it The more you see it the more little nuances you will pick up and the better you will get the more times you watch the Avengers movies Or any of these movies like Inception or interstellar the more details you find in them The more times you watch a superhero movie the more times you are connected to the character the more you understand the story So think of that as trading right The more time you have to study and study and rewatch and redo this stuff the better chances are giving yourself success And the point of this video is to kind of remind you guys that when it is slow, man When it is fucking slow, it is dangerous There's there's countless days right countless days that I lost money on Slow days because I went and decided to trade a large cap instead I went and decided to go long instead and that doesn't mean that you could you can't expand your playbook But what I was doing wrong is I was using my normal size on these setups that did not fit my niche right, so What I suggest doing on these slow days is spending an extra time to study Spending extra time to improve your process because the truth of the matter is it is gonna The more he goes in cycles, it's gonna heat up again, right? It's gonna heat up again So when it's heating up, you might as well be in practice You better be in the best mental shape so that when the opportunity does come that you have the ability to capitalize The best way possible so again Understand that these little nuances are what's important understand that trading is mental It's a mental game. You could learn the technicals. You could learn how to read filings You could read charts, but unless you understand this part of it unless you understand how to control greed unless you understand How to control formal unless you understand what to do Then you cannot find success and that's the process that we give you at MISC We teach you how to risk manage. We teach you how to control your formal We teach you how to make a plan. We teach you the process. We give you a training accountability, buddy We are giving you every single resource that you need to be successful It is up to you now to put in the work the best example that I always give Someone like James or Michael Tran who literally literally watches every single video is a part of every single Instagram live Is a part of every single webinar is a part of every single Q&A and the reason why these guys have found success Is because they've been resilient enough and they've put in enough work to prove to themselves that they want it bad enough Right and that's what it always comes down to people always ask me what separated was separate and I said I wanted it bad I wanted so fucking bad that I didn't go out. I didn't meet any girls I didn't do anything.  And I had to study 15 hours a day Every single day to learn how to only work one hour a day. You guys understand that Any questions? God again, let's make this interactive. So ask me your questions and we'll run through it Is it usually in slow in December? Yes It's usually hot as fuck in November and then December slows down and then picks up again in January There's something called like the January effect where a lot of stocks or a lot of stocks sell off in December and Ramp back in January they sell off in December for the tax savings and they get bought back up in January So we have usually massive runners in January that come so spend your time in December studying studying study Maybe what you should do is look up black swan in the video library or look up short squeeze in the video library and Study up on these short squeeze to learn how to trade them even better What are my goals for training in the new year?  So number one is Being more religious with the zombie time, right? So I stick to it very well, but I want to be more religious with it Number two is I want to be able to expand my playbook and go long So I want to be able to develop a criteria and set up an edge that involves going long stocks I have a float under a million shares I mean I'm a float under a million right so that's something that I want to work on and I did okay with it a couple I think couple of weeks ago when I went long some stock at like four dollars I can't remember but What I'm trying to do is I'm always trying to improve right my shorting playbook is flawless I think I think I have an exact process. I know how to make money I'm consistently profitable as a short seller now what my goal is I see these moves at BPTH and Aqxp and I want to be able to at least take advantage of one dollar a share on this $30 share ramp that it gets and What I want to do is be able to develop a criteria and develop an edge to trade those so coming into 2020 I want to try to find more setups to go long.  I want to be able to Recognize that less is more man less is more. I don't really use much size anymore. I use maybe Some days I use a thousand shares some days. I use five thousand shares I'm focused on being consistent and I want to show you guys that even someone at my level Who's been doing this for six years who's made so much money could still be humble enough to recognize that day is slow And I don't have to trade. I don't have to trade No trades today.  I have no reason to trade So remember this guys remember this we are Looking to only trade right. We are looking to only trade when there are Opportunities in front of us, right? That's the only time we want to trade if there is no opportunity We should not be trading if there is no edge if there is no setup We are not trading that is not our job right our job description is to make the most amount of money with the least amount Of stress trading stocks that have an edge You could not make money with no stress if you do not have a stock that has an edge Right and what you have to recognize is just because you do not trade today doesn't mean that there's gonna be no trades for ever Right.   That's the whole point of this All right, let me just go back some questions What are my goals for MIC in 2020 to churn out more consistently profitable traders, man? It's amazing bro. It's amazing.    That's human nature That's how humans work. Let me show you guys my office. I don't think I'm sure you guys a couple times But I love showing it. I'm really proud of like being in here. So It's my office.  That's it guys. That's it So I think I'm gonna wrap up this video keep it short and sweet If you have any questions, you could always reach out to me Remember the holiday sale is until December 31st. We are raising prices after I am having trouble finding my own edge Join MIC and learn all of our setups, bro Deathline first resistance first red day First bounce low hanging fruit Everything bro everything All right guys, I will see you later.


Welcome everybody to the PDG in the Pipeline webinar, a Lume webinar with Jeff Wagner, Ken Drew, and some special guests later on in the webinar. Looking forward to that. We're going to start with sort of a high level overview. Jeff is going to take it there. Save up your questions, or you can put your questions into the queue along the way, but we'll be answering them at a certain point when Jeff has done that segment. And then we'll also have Ken and his dev team answering specifically technical questions after Jeff has done as well. So without further ado, over to Jeff. Yep, thank you. So I'm sure that a lot of you have already seen a lot of the presentation videos on PDG, and you're quite a well aware of, you know, you might have gone through some of the tutorials with PDG or not. But what we're going to cover this morning, or today, is having a look at why did we do PDG, what problems exist in pipelines, and how we designed the PDG to address a lot of these issues. And then afterwards, we'll ask it off the baton to Ken and his team and answer any and all questions related to PDG. So let's go. So it all comes back to what is a pipeline? And pipeline has been many things to many people. Are pipelines data-centric? Are they approval-centric? There are that and a lot more. And you'll see, I've been to a lot of pipelines, and you've seen lots and lots of pipeline diagrams. And I'm going to not show a single pipeline diagram, because that's not what the real key issue is with regards to pipelines. The real issue is facilities and users' endless redesign of your pipelines with really small incremental gains over the last few years. And there was a lot of keying on data formats, data formats, data formats, and approvals. So nothing's really revolutionary changed in the last number of years. You could say Alembic is the data format might have helped a lot. But in essence, pipelines really haven't matured that much over the last few years.  We're talking about all of the digital content creation tools in film, games, advertising, and VR and AR. And we all know that pipelines now are stressed. We hear about crunch all the time. And crunch means users making up for mismanagement within pipelines or requirements that have gone well beyond the original design intent. And as we know, a lot of pipelines are designed to be linear. There's no proceduralism in them whatsoever. So when you need more assets, you need more people, or you need more time. So it's either one. And it turns up being all of it. And we also see huge data size requirements growing dramatically. And layouts and environments are heavily stressed. That goes for all departments. And larger teams are required to fill all these asset needs. Quality control, it's very, very challenging in current pipelines. And changes, many times, changes will push deadlines and require a lot of rework. So the big problem that we have is cash-based pipelines. It's also a pro and a con, as we'll take a look in a bit. Departments pass cash data down the pipe. And it's always driven by approvals. And departments try to be self-dependent because they're basically in survival mode. So their form of communication with other pipelines are cash data and a ton of metadata. And within these departments, they'll use dedicated skills and tools. And these skills and tools are working around the very specific tasks that they're trying to do. Now, we know that in pipelines that are being designed right now, we're starting to see a demand for these tools going beyond the current department that they're being used in. For instance, using some sort of visual effects tool inside of lighting, let's say, to do an in-camera placed tool. Or character effects work now having to merge in with actual effect shots. I mean, these are the sorts of collapsing pipelines that we're seeing all around us. So the department design-based pipelines are starting to be really stressed now. I mean, if you're in dailies and you've got a character effect with a cloth blowing against the wind that's coming from a pyro simulation and you have both the effects department and the character effects department in the same dailies room, what is it gonna break out into a fist fight? Who's gonna deal with what issues? So pipelines are definitely being stressed. And feedback within departments is very strong. But the main language between departments in facilities and pipelines is cashed assets with tons of metadata, more and more metadata trying to work and it's worked for years. So the pros are it's proven workflow and there's many in-house and third-party tools to support this working. The most important thing is with approvals and that's one thing you must never forget in pipelines is, is this a good asset or is it not? Is it meet the standards to move forward? So once it is, you lock the asset down and you pass it on. So this simple pass-reject test for assets lock inversion works very well. It's interesting to see how the PDG actually has this built-in right inside of its genetics and we'll take a look at that a bit later. But once these assets are approved, they're good to propagate to other pipeline. So that's, so the cons is it scales linearly. No smarts beyond the current department. So even if the department itself is procedural, the cash data formats really have no procedural smarts to them whatsoever. Generally it's cast as Olympics or as VDBs or some other format. So you throw resources to meet deadlines and the rework is the big problem with proceduralism as well. So if proceduralism is stuck in the department, reworking still has to be done in that department. And the large amount of disk size required to hold these approved caches is growing and growing exponentially. And you need to keep these caches around, especially if you have approvals happening very late in your design game or design film or game depending on how it goes. So the trick is to get smart pipelines within departments.  And I've visited many, many different pipelines have gotten different pipeline groups together and it's always interesting to see how brief the communication is between various departments and facilities. And the departments become entrenched and they say, well, these are my assets, they're approved, once they're out of my hands, I don't wanna see them anymore until there's a change. And if there's a change, well, then you're gonna have to schedule that and we're gonna have to fit it in in what we're doing. So it's very difficult and challenging once these assets live outside of the departments. And it's getting better, but the sheer amount of data on the stress on the global pipeline is big issues. And now you, when we're dealing with pipelines, your first knee-jerk reaction is, oh, pipelines are data-centric. And that's one thing that we saw at SideFX is when we were looking at, you know, what is this, how do we represent data and how does it work? We saw a lot of pipelines that were fixed on formats on the caches because remember, you're living and dying by these caches and a lot of pipelines. So the Olympic current industry standard, scenery format has worked fairly well. It's purely as a cache format and a good one. It pushes the usability of cache data and pipelines as far as you can possibly go. It defers, supports deferred loading of cache data, which is really good property to have. So that means you're only pulling the data off a disk when you need it. And also the loading and unloading of this data is threaded, so it gives you threaded evaluation. And it's also very well designed and efficient at supporting deforming caches. So you can have a high-res geometry with all your attributes and then you can generate a point-to-form cache that very efficiently supports that within pipelines. And it also supports motion blur segments, brute force, mind you, in that you actually have to literally put into your Olympic format all of those motion-sampled snap shots as well. So there's no curve in spline interpolation inside of Olympic at this point in time. And the most important thing in the very bottom, no procedural primitive support inside of Olympic. So that means that Olympic is great and supports that per department workflow where departments have to cache data out and then you pass it on and no procedural primitive support. Although having said that, if you do start to introduce procedurals inside of a native data format, such as Olympic or what's about to come USD, then you need to be able to read that procedural primitive and expand it whenever you need to expand it. And that is the big issue there. So again, which we're gonna take a look with the PDG, what it does to solve that is it's data agnostic and you can actually represent any application as a node inside of the top network. So it gives you a really great way of encapsulating parts of a pipeline with all of its various dependencies. But I'm a bit jumping the gun though, because we're gonna be talking more about that later. So formats and cache pipelines in USD. USD, up-and-coming, scene-hired cache data format. It's no surprise, probably no surprise to anybody here that USD is of great interest to SideFX. And there's a lot of behaviors in USD that seem to address asset reuse inside of pipelines. But at the end of the day, it is still a cached data format. But it also comes with some really nice benefits such as native support for levels of detail. It has a lot of nice built-in features to support cached data within the various departments. You can add variations of each asset. And one of the nice features of USD is once an asset is on the stage, you cannot delete it or remove it, you can only hide it, which is great for asset tracking. So that means if you change your mind halfway through those assets, you can't just call them, they just become hidden, but they're always still there. So you have a recipe or a history as to how you got to where you are right now. And again, procedural primitive, three question marks there. We don't know. Will USD have a procedural payload with a parameter interface? We don't know at this point in time. But as I go forward this discussion, you'll start to see how not putting a procedural primitive inside of USD would be a huge mistake because once you do that, data now becomes liberated between pipelines. And now you can actually use techniques that were once landlocked in specific departments now become available in other departments. So we have mixed application pipelines, which are very normal inside of all pipelines. We're finding that many more applications are now procedural and many custom pipelines have procedural primitives inside of the way that they work. So that when they do a payload, they can actually evaluate that payload at load time and then run some procedures on it. And it does minimize the need for caching within departments. And it does defer caching further down the pipe. So we were looking at that. We're going, yeah, that's pretty interesting. And the procedural recipe is only known to the pipeline tools because it's a part of that facility's tool set. So procedural, another example of successful proceduralism in pipelines is procedural shaders and pitted textures. And the rise of substance in the last couple of years, especially in film and games, of course, has really opened up the eyes and to a lot of these departments that have never experienced proceduralism before. And they may not have introduced Houdini at all, but introducing substance makes a lot of sense because it offers all the procedural advantages that a Houdini would.  So it's a pipeline in itself, very much like Houdini is. Other tools that are somewhat procedural, there's Maya, Soft-Amage, there's StudioMax, they do support proceduralism, but ultimately you are caching the results out for performance. So again, that proceduralism is not transportable, you're land-launched within your departments. And the data formats are not usually universally supported as well. So pipelines and approvals, very, very key to realize that it's this approval mechanism that determines whether an asset is a go or no go. And approvals these days are spread throughout the pipeline.  And the worst thing that can happen is that this happens at the back end. So cached assets are approved in law, changes causes rework to local departments. And it's, you can see the stresses that are there. Now Houdini Engine. Houdini Engine is sometimes quite nebulous to a lot of, even our existing users and new users, they'll have a minimal install of engine, just a very small installation of engine to just support those specific Houdini tasks, most likely inside of FX and not too far outside of FX. And the majority of the use for Houdini Engine is guess what, to cache data, to support this cached pipeline. Now, if you have a mantra back end or you have a way of evaluating HDAs at render time and in your preferred render engine, you can actually load all of that work up at render time and then therefore alleviate yourself from caching. But there are very, very few pure Houdini pipelines at this point in time. So, but that is there. So the Houdini Engine plugin allows you to consume HDAs to work outside of FX in other third party applications outside of the current department. And that's the genius behind Houdini Engine. It uses digital assets as a way of transporting proceduralism well outside of your current department. And if you need to sell Houdini Engine inside of your facility, if you're a Houdini user and you're always bumping up against other departments, that's not something to be looked at, because if you have a visual effect of a smoke, smoke effect that just fills an area of a smoke and you can give that digital asset inside of a Katana user and they can digest that digital asset inside of Katana with an engine implementation, that lighter now can do work that would normally be in another department. And in for games, for instance, using level design tools as just a simple set dresser, my gosh, you've now got the power of environments right inside of your small population tools. And we're starting to see more and more of that use of engine, especially in the area of character effects. Character effects is seeing a great liberal use of engine inside of Maya and it's a great effect. So that's really cool and it works now. Few teething pains over the last, the first couple years but now it works, it's very robust and we're continuing to support engine and expand its use. I believe we added 3D Studio Max inside of Houdini 17. So great. So now we know that Houdini Digital Assets can liberate a lot of these workflows and tools that were currently landlocked inside of specific departments. So the biggest question of all is does proceduralism actually work? Yeah, I got that question many times in my years past but today I don't get it very much. And the reason why is because in visual effects Houdini absolutely does work. It's hard to not learn Houdini if you're gonna be doing visual effects in the film industry. And in games there's just some overlap but I would say if you're doing some a lot of enterprise effects work, yeah Houdini would be indispensable in games creation as well. And other areas where proceduralism actually works compositing with ice, shake, chalice and now nuke, subsets of substance, render procedurals to defer geometry creation to the actual rendering. Without that we wouldn't be able to render hair and some other procedural systems in the past. Although pipelines are getting much more robust now and the demands for for instance, hair simulation is requiring more and more of the guides to be rendered for instance and a lot of the visual effects work we're doing for environments, more and more of that environment has to be woken up so you're actually working with the real geometry. And so that's putting in a lot of stress on pipelines and again one of the answers would be to use digital assets is to be using procedural geometry creation at that time and it's really helpful to be able to do that at render time. So the Houdini Engine plugin works in a lot of third party apps as I said and it is very extensible and expandable with just no more than over a hundred lines of code and it's deeply embedded and it's wonderful to have Ken Chu on here with this team as well because they're also the developers and the maintainers of engine so later on if you have any engine questions as well certainly throw them at us but more related to PDG as well. So the negatives of proceduralism, there are negatives. It's very compute intensive to always regenerate the data all the time throughout your pipeline but that is slowly being eroded over time and one of the things that's helping out here is the sheer number of cores and processors that are available to us and up until PDG accessing all of that power required an extensive amount of energy on the facilities and the users to write and figure out how to chop up your work and then how to partition it and then how to execute that on your farms and careful of the words I choose because there's the exact same words that we use inside of the PDG. So the current distribution clients driven by proceduralism, it's really somewhat dumb in that they work linearly and if you think ROPs, you're thinking that linear stack so we do have ROPs, render output drivers which allow us to schedule the output or the execution of specific steps inside of Houdini and if you wrap in some loop holes such as UNIX plugins or the UNIX SOP or some other SOPs that you can use to sort of quietly grab some external resources you can do that as well, but it's not very well and not very elegant in the way that you do. So what do you, and another negative with proceduralism is what do you actually approve? The answer is a recipe that creates the asset. So if you're not actually approving the asset itself you're approving the recipe that creates the asset that's really important to recognize. So in the terms of a digital asset, what are you approving? You're approving the current version of the asset along with its current parameter state and those two things are easily grabbed from the current shot and easily replicated in other parts of the pipeline. So that's pretty much what you're approving and it doesn't hurt. I know a lot of pipelines who do use digital assets they will generate caches as well as a safety, as a safety margin. So when you do approve the asset they'll actually take a snapshot of the geometry as well or whatever it is that this asset data type is creating. And you'll also know again the PDG, every node by default has its cache format as data to disk. So the PDG is actually very well suited to address this negative aspect of proceduralism as well. Now the integrity of the tool that reads the procedural recipe is the most key point of all. And I need to stress this because I did support for many, many years and I'd argue really still do it today. If Houdini fails and if you try and open up a scene file today that was milled two or three years ago with Houdini today, we're going to get a support request to fix something. And we take that deadly seriously. So keeping asset integrity in place is very, very important to side effects. So that means that if you approve the recipe that really creates the asset, that tool that reads that asset better be bulletproof. It has to be bulletproof. It has to have come with a great amount of support. And up until today, a large of the large facilities would only rely or trust their own system administrators. And we'll get into that in a bit as to what system administrators because most of them up until this point don't even know how to fire up Houdini. And even though their visual effects teams have been using Houdini for the last number of years. So proceduralism is necessary. Changing nature of pipelines, much more content. They need departments need to communicate more strategically and integration of character effects and effects in a combined pipeline is a reality. And there are more and more issues that we need to talk about. But these are the key ones as inspiration for when Canada's this team decided to work and deliver this PDG tool. And the most important about the PDG tool is its re-entrant. In other words, you can build a PDG description of a shot for instance. And two years from now, you could fire up that PDG graph. And just like Houdini opening up a scene file, the PDG graph will be able to recreate what it is that you created years before. So that is a critical part of being able to rely on procedural assets in your pipeline. And another thing about the PDG is that no longer as with engine is reliant on digital assets. Digital assets are a fantastic compressed way of delivering procedural geometry data and volumetric data and others assets relative to film and games. But the PDG also extends its use broadly to pretty much any application that you can bring into the graph and use in that graph to deliver your content. So dependency tracking in pipelines becomes a big issue as well. How much to change? When does a change happen? What departments does it affect? How to minimize the compute? Do you just regenerate all the caches? Which is still the way that a lot of Houdini effects pipelines work. If there's a change to rework, sometimes it's just easier to completely regenerate the whole job than to just change one part of it. With the PDG, that all changes of course. Now existing tools also solve specific issues. And we've seen these tools in the past as inspiration. There's been Temerity, Southpaw with Tactic, Shotgun and GitHub. So there's a lot of tools that have grown up through the years to support existing pipelines. To try and track these dependencies and keep the integrity of pipelines in check. And then of course the custom studio tools which we run into a lot. So what is side effects position on pipelines? Pretty simple, Houdini is a pipeline tool in itself. And that was born out of a necessity actually. Traditionally Houdini teams grew organically in the shadow of existing cached based pipelines. So a Houdini effects team might have 10 to 20 artists working in a facility. But they worked completely independent to the rest of the pipeline. The pros to that was the Houdini teams could flourish and use proceduralism as liberally as they wanted to within that domain of effects. The cons are, well we'll get into the cons in a bit. But Houdini is extremely low maintenance on internal systems. So that means it's not getting much love either from the system administrators and from the pipelines themselves. So Houdini grew into being a pipeline in amongst itself. And that's why we did Houdini digital assets. That's why we continue to refactor Houdini many times over to try and make it the best darn procedural tool possible to support these effects teams and what I would consider to be hostile environments where the only thing they get is data in and then cash data out. So we adopted many ways to support this today from daily builds to really good support. And now you're starting to think, well why did we do that? The answer is proceduralism really requires the application that reads it and generates it to be very stable if it's to grow and flourish. And we've taken that very seriously. So our positions on pipelines, key issue is caching for us. We see caching between departments as roadblocks or impediments into free or flowing of assets through pipelines. And it also landlocks applications generating that data to those departments. And we're seeing a demand for those applications to leave those departments into other departments to compress time and also to compress the amount of cash data or defer the caching of the data later on. So also import of custom data formats is critical for us and also exporting of custom data formats. In the recent years, we've embraced open source, Alembic open PDB, and of course, we're looking heavily at USD as well and other open source formats as well. And all 2Dini pipelines do work. So if you have a facility that has 2Dini going from the beginning to the end, you're getting all the advantages of proceduralism and shared assets and shared tools across all your pipelines. It's somewhat rare at this time and it's more due to historical issues rather than anything else. Could be something to do with costs in the past as well. But we've addressed all of those issues moving forward or as many as I think we have. And then FX pipelines with 2Dini are procedural, absolutely. And lighting pipelines are procedural with Katana Clarisse and of course, 2Dini. And environments, we're keying specifically on environments as well, that we see them as a key target for proceduralism. And it's no surprise that all of these entries are definitely in the realm of PDG, especially the environments part because with a PDG you can divide and conquer easily to build massive environments and you can paralyze large vast swaths of your environmental creation. And that means you can pack a lot more in the given memory that you have on your hardware. And dividing the tasks across a farm is more than possible now. And who did the engine? Engine comes into play a lot. I've been doing a lot of discussions with customers recently and there's some confusion as to, they've started playing with the PDG. They're really excited by it, but they don't know how it's gonna implicate their, or how it's going to affect their pipelines. They're saying, well, I need licensing, do I need pilot PDG? And the answer is, grow organically. Houdini 17.5 ships with engine, it ships with a PDG and same with core and engine can run it as well. So if you have engine licenses currently in FX that are processing data, you can absolutely use FX to, and those engine licenses and just simply port ROPS workflow directly into TOPS. And the only downside with that, as we'll see in a minute, is just supporting your render farms. So Houdini Engine also gives you the ability to procedurally crunch data on compute farms. So that thing that we heard about crunch by using digital assets, sometimes at the last minute, as we've seen with some recent examples in the last year, even introducing procedures and very late into the game can minimize the amount of crunch you need to do in the last months leading up to your delivery. And render farms and dispatchers are well integrated inside of Engine as well. We even have our own HQ, which works quite well with Engine. And ROPS are the key technology. So Engine can be used to distribute farm tasks, IFD, RIB, ASS files and USD files, generate geometry caches, Alembic open VDB volumes, BGO, USD and photogrammetry data even, for instance, generating image casts as games uses and our own games tools absolutely are completely supported inside of Engine, of course. And then there's also distributed simulations. So one of the things that Engine can do is script driven processes, which is constructing files on the fly. So we want to populate short-term shot directories from temp files, for instance, or create and manage digital assets, construct meant materials from shader nodes so on and so forth, or utilizing digital assets as tools inside of pipelines. So we've got a time-monitor tradition of using one or two SOPs as grease inside of very complex pipelines that might be pushing data through many different DCCs. Let's say the normals are working right or there's a specific tool that is not available in any other DCCs or custom tools, they'll slip a little Houdini SOP in there and put that into the pipeline. And Engine makes that trivial these days. And that timer tradition goes back 25 years as long as I've been working at side effects, I've seen that sleight of hand being used. A file conversions, tip images for rat, custom plugins, and more importantly, creating assets. So generating image data, for instance, with chops with input data, similar to what substance is doing, but marrying that with geometry as well, which we can do easily inside of Houdini. And all of that now is designed inside of the PDG. So you can see how we pushed Engine to the limit. And facilities were pushing Engine to the limit. And it's complex to set up. We know that because most studios have a minimal installation of Engine. So we know that this procedural use of assets is minimized to just a subset of machines. And what we wanna do is take this production story timeline and this could be applied to anything you want in film. So we need to be able to just apply this is the production-based workflow that we would love to support inside of film, whereby you only wanna work on a key shot in every sequence. And then capture that recipe for the key shot. And then populate that automatically to the rest of the shot sequence. And then you do your work. There's some tools that do this very well. For instance, Katana has a very well-evolved workflow to this as well as does Houdini. A lot of lighting pipelines have augmented Houdini to support this sort of workflow. I've been involved in several feature films that have done this as well. So we know Engine is up to the task, but the problem is it's difficult. So we have a whole suite of Engine plugins and cloud-based interface tools as well. But ROPs are at the end of their line right now, especially with PDG. ROPs can cache anything in Houdini, but it's a linear execution, no dependency tracking, really dumb. And attempts at improving ROPs are honorable, but fall well short of what is actually required to do the real work of micromanaging a lot of our assets and dependencies within pipelines. So we got lots and lots of feedback over many, many years how to improve that. And the answer was for all the reasons that I talked about, we had to build this thing called the PDG, to basically liberate proceduralism to all other parts of the pipeline and beyond. So the PDG was conceived, a new network designed to take in Houdini's proceduralism and apply it to any data, task, processor, or application. And each task has its own dependencies and it extends far beyond Houdini. It was designed with a really simple Python interface to extend the various nodes inside of Houdini easily. And it also supports Houdini very well. It's a first class citizen when we're dealing with Houdini data types. For instance, digital assets with the HDA processor top and the ability to read in attributes directly from geometry and then bring those attributes right inside of the PG graph and use those attributes to make decisions further on down the line. It's very well supported, very, very powerful. And that's what I said, if you're a facility that is concerned about having to purchase more software, the answer is at first no, because engine with Houdini tasks powered by the PDG can consume those engine licenses and make the most of those engine licenses on your farm. And it also defines what each person at the Department of Facility defines as a pipeline as well. So it gives a lot more clarity into the platform, the procedural platform for pipelines. In other words, it's a guiding light.  And yes, the PDG does have tools to describe end-to-end processes and workflows within a facility. So it can finally give you a really clear idea of how to sketch out a procedural recipe or workflow within a pipeline. So, and we are working on continuing on developing that even further. So PDG within Houdini easily paralyze tasks with any node or network type. It liberates ROPs into a proper framework. So if you want to get an early win with the PDG, just move your ROP workflow over to talks. Wedging is fully supported. As a matter of fact, it's on steroids inside of TOPS. And it works like SOPS, kinda. But we try to, we continue on improving and trying to improve the workflow within the PDG to make it much easier to work. For instance, you can use middle mouse on any task to get information. We use the same sort of time tested and proven UI workflows in Houdini inside of TOPS as well. So, pilot PDG is also a new application that we shipped inside of Houdini 17.5. And it's a standalone PDG editor, works with virtually any application and it's expanded with pipeline. I was talking with Chris just this morning and which will be in the, which is on the moderator.  I'm sure, you know, how can I run Houdini's command line tools? Because I know they're wholly underutilized. And then the answer is I started peeling in just a few minutes before we started this webinar. I'm going, oh, geez, it's really easy. It's easier than I thought. It's just basically implemented with Python. So now I'm looking and getting excited about tearing through and building, maybe get some prototype TOPS to going as wrappers around all of our image. You know, all the tools inside of HB be great to have those tools expanded inside of the PDG as well. But if you want to expand the PDG into your pipeline and support your tools, there's enough examples in there for you to build your own Python based implementation inside of TOPS to support those as well. And we do have a growing list of supported applications as well. Image magic tools, photoshop, substance, shotgun per force and a lot more. And one thing I do have to stress is that the forum, the PDG forum is an active way to start discussions. And we look at those at a very regular basis. And we're always looking at ways to shore up some of the holes inside of the PDG. And there's some quick wins that we can have and some other things will take a lot longer to do. So PDG studio notes, these are some notes for studios to carry on forward. As you're working forward is, these are things to remember. PDG ships with effects and core. It's in 17.5. Use it. There's a lot of tutorials on it. As I said, it's a great replacement for ROPS. Now the caveat is your scheduler needs to support TOPS. So if you're using deadline, tractor, HQ, you have a pretty seamless way to simply move over from ROPS to TOPS. But if you have your own custom scheduler or using another application, there's examples in there to quickly take that and support ROPS inside of your, or TOPS to support inside of your scheduling pipeline on your farms. It also works well within effects departments right out of the box. So you can finally implement a proper shop-based effects workflow. I know a lot of facilities have written a lot of tools to support a shop-based workflow on top of ROPS and on top of Houdini itself. But the nice thing about the PDG is like Houdini itself is, if you migrate those tools and skills now to the PDG and you're hiring more of users into your team who are versed in the PDG as opposed to your custom tool sets, they'll be off and running even faster than if they had to learn your own tools. So there's a lot of incentives to investigate and implementing PDG inside of your effects departments, especially for shop-based workflows. And of course, wedging. There's a couple of different ways to do wedging. And there's a couple of videos on that as well online. And if you guys want to do a future Loom on Wedging, I can show you basically where that I've adopted to use wedging, which I think is awesome, where I just use, I don't even use Houdini, I just use Assets now. Assets and I use PDG, I use just use attributes on the tasks themselves to drive how the wedging works. It's really, really elegant and it's all in situ, you're all in the PDG network. So another thing is to describe end-to-end department pipelines. So big pipeline and department changes will be required there though. Because once you start to engage the PDG to do the entire pipeline, you have to buy into this. And because it's going to replace or augment a lot of your existing tools of your large facility.  And with that pipeline dependency graph, you can track changes, you can schedule work, you can build really nice, elegant pipelines and keep on reworking them. And if you fuel them with Houdini digital assets and engine, you now can have parts of your departments now feed data to other departments. And then you can start to collapse pipelines in certain areas where skills and available talent is available for you to take advantage of. So I'm almost up by 45 minutes to pass over to Ken and his team and all the questions I'm sure you people have. There are tutorials side effects, please watch them all. Even the ones that you're a film, even watch the game ones because they do show you a lot of the intricacies of how to visualize top data inside of various applications, including Houdini's own viewport. And there's also a growing list of third party tutorials. I'm seeing almost every day now, there's a new PDG tutorial or PDG example on either of the many, many different social media that's these days that I have to follow. But I enjoy following by the way. There's also the PDG forum. So if you start getting into implementation, questions and issues, the PDG forum on side effects.com is an excellent place to go. And most importantly of all, this is the thing that if you're a Houdini user that's just starting to get into tops right now, I can tell you it's no different than learning solves or extending your knowledge of a network type into another part of Houdini. It comes down to the nodes. Once you understand the basic framework of how to wire a couple of tops together and understand how attributes flow and how dependencies work, guess what, it's now time to roll up your sleeves and go through every single top in that network and start to expand your language. And that means going to the help cards, looking at the example files. There's a lot of really well documented example files in there. And because you got to remember with tops, there could be a lot of potential duplication. For instance, what's the easiest way for to create a sequence of directories on disk? I've seen two examples so far that require a lot of Python work. But I've got an example that can actually do everything just by typing in attributes at the top node in the PDG. And then you just run it through a 4H block and then you can quickly create all your directories without writing a single stitch of Python code. So it's just like Houdini. There's so many ways to do the same thing. But I'm lazy, so I'm always desperately looking for the most simplest and elegant way to do work. And that's what's driving my excitement with PDG right now is taking my 50 node PDG graph and see if I can get it down to 10 nodes and making things a lot more elegant. So there's a lot of, so each one of the tops can have multiple behaviors and uses these days. So be wary of that. So you need to go to the help card. You need to take a look at the example file, study them, make them work. And if they break, definitely talk to us. So where to start? It's a blank slate just like SOPS. The only way to learn is prepand examples or master to top notes. It's just like Houdini. And of course it helps if you actually have a real need or necessity to use these. And for instance, if you're in effects, the real need or necessity is let's migrate from, let's migrate from ROPS to TOPS, done. Let's see what it takes and get there. That could be your task. And then get your pipeline up and running. And trust me that you will see a vast improvement in the way in which you can deliver effects shots if you move from ROPS to TOPS. And it's just a generalized network that ships with a decent amount of notes. That means it's been well underdeveloped for over a year for, you know, in its almost final state. And there you go. So that completes my quick run-through of, you know, the design of pipelines, how engine eventually evolved into this, and finally how PDG came out of all the needs of engine and of pipelines themselves. And it really was an opportunity for us to take proceduralism and to spread it much, much further than Houdini. And we haven't even talked about cloud. We haven't even talked about machine learning opportunities with the PDG graph. We haven't talked about expressing the PDG for things well beyond film and games. I mean, it could even be used to do tasks beyond that. And it has complete integration to common data formats within pipelines as well, which includes CSV data. We have Python, PyQT, all kinds of other data formats applied as well. And it's also extensible and extendable. So if you have your own representation of data within your pipeline, you can take the PDG and wrap it around that data. And that's it for my quick brief introduction to PDG. I tried to differentiate this from pretty much every other PDG presentation that's out there to give you really clear ideas to why this thing actually exists and the problems that exist and how pipelines are struggling and how proceduralism in general is a really great way. But remember, proceduralism needs to be backed up with a really strong and supported procedural tool. And that's it. So I guess we'll open up to questions and the team. Thanks, Trev. Ken, Taylor, and Chris, do you want to also join us? Flip on your cams and... Yeah, okay. So I'm trying to, well, you can hear me, right? Yeah. Okay, sounds good. Chris, can you allow me to start my video? Yeah, go ahead. Sil says that post has stopped it. I'll try it one more time. Okay, it doesn't matter. I'll just maybe talk a little bit and try to enable the camera later. Oh, there it is. Yeah, okay, so just to follow up a little bit what Jeff said, if I had to kind of summarize everything for you, it comes to what we call the 3Rs, okay? Because of PDG's application of pipeline. The 3R stands for robustness, reviewing context, and repeatability, okay? By robustness, we mean that if somebody makes a change upstream, let's say you have a model of a cup and you make the handle bigger, how do you know that, how do you make sure that everything downstream from that, let's say the animation that has this cup tipping over, maybe now it's, because the handle is bigger, is interpenetrating with the table, so maybe now the animation has to be changed. Maybe there's fluids spilling out of this cup, such that you want to make sure that the effects is being redone with that. How do you ensure that level of robustness, such that these things don't get missed, right? So by having a procedural pipeline, we can ensure that level of robustness in a pipeline. Secondly, the reviewing context, right? So we'd say you have some change, maybe you modeled something and you put a new model in, how do you know that this change is in fact good in all the ways that this model can appear in shots or multiple shots? Maybe there is some shot where the camera is in such a weird angle that you may be seeing the back of this thing that you didn't end up modeling. How can you just, based on the fact that you've created the new model of this, how do you get the latest everything except with your chain, right? Your latest model with the latest lighting, latest animation, latest everything, produced renders of this thing around all the places where you can see this thing. So it's such that you can review in context and make sure your change is in fact good, is in fact not gonna break the pixels, the final pixels, right? And then lastly, this idea of repeatability.  We should do the dust we did on Lion King, but what you mean by that is you don't actually want the dust on Lion King because that is, at 1080p is yellow, it's setting after, maybe you're doing avatar now and it's supposed to be green or some other planet. You need to be able to repeat the process that created that dust in Lion King. And that process today is not being written down and checked in as an asset. So by describing the process by which you created these assets, the process can become more repeatable. The process that created the asset is itself an asset that you can check in and you can version. So those are the three key reasons around PDG. So do you guys have questions? Now would be a good time to, you know, throw it at us and we'll do our best to answer. Go on question from Nicholas. Is it possible to cook from the command line? Would be really cool if I could close Houdini once I start cooking a task, basically have a separate cooking mentor app. Yeah, so we do have a full API around this and it's in fact possible to trigger cooks just from Python, let's say. And our teller, Chris, do you have other additional thoughts on that? I think we'll pull it up, API. Oh, yeah. It's basically everything. Oh, okay. Yeah, so tell us over here, you can pull up some APIs to maybe throw into the chat. But yeah, that's basically it around that. Can you talk more about your plans for PDG slash engine on the cloud? In the games industry, we're interested in leveraging Houdini at runtime and the cloud seems like a good fit for that. Yeah, so ever since we developed Houdini engine, we have thought about runtime has never been far from our minds. And even though today PDG is, what we're talking about pipelines around that, in fact, it can be a foundation of this technology to enable us to relate the technical foundations for creating a runtime technology. So already today, PDG is agnostic of the scheduler. So we have all of these schedulers today, like HQ, Tractor, Devline, which we support, and you can find any scheduler you want to the technology. But with that is the ability to actually go to the cloud. So for example, you could leverage one of the existing schedulers ability to go to the cloud. And because we bind to the scheduler, that just happens almost transparently. But if you want a more native cloud binding with PDG, that is certainly possible to do with our scheduler interface. And that is very much the long-term direction we intend to take with this technology. Does that hopefully that answers it? Others? Think so. Another question, just confirming here, when I set frame range in our top rock fetch, it overrides my mantra frame range, right? So frame range, right? So I can basically just ignore the mantra frame range. There are multiple nodes that require, that requires to use the frame range and explanation of what takes precedence will be appreciated. Yeah. Tell us how's your... Actually, yeah. Taylor's audio is not working so well. It's a good thing we're very much next to each other. So I'm gonna just kind of swing over to Taylor here. So for the frame range, the tops always take priority. So it shows up on the top rock fetch will override the actual rock. Great, thanks. As open CL get canceled when simulating with PDG, I was wondering, because I can grab the concept of hedging in on CPU. I'm not sure how it works with GPU is open CL detrimental to using PDG? It shouldn't really be any different. It should work just fine. Will PDG rendering be more optimized for GPU? I tested Redshift and it's not so robust as a CPU renderer. I'm sorry, we're playing as a... Swapping heads once back. One more time please, what was the other? Will PDG rendering be more optimized for GPU? I tested Redshift and it's not so robust as a CPU renderer. Right, okay, so that's just spawning for Redshift. We're just spawning up another process. So that is really agnostic PDG itself. In time, this idea of natively writing a kernel in PDG and then utilizing your local GPU as a kind of a farm, that's on the world map, but it's not something that's urgently on the world map, let's say. When will Flipbook be supported? Were there plans for it? Flipbook, how like... Flipbook output. Oh, we already have the FFM peg, right? Like a crystal movie, but I assume this is some other sort of third-party sort of application that you can create, right? If that's the case, then it would be a matter of either you utilize an API to write something like that yourself or if there's sufficient demand from the community as a whole, if we hear a lot of that required we would potentially consider adding something along that line. PDG offer any benefits for slicing Flip simulations over standard Houdini? If so, how? I'm not going to get slicing working with Houdini in deadline and I'm just curious if PDG offers any help for this task. Yeah, I'll answer the very first part of this. I think the rest of it's going to be killer. So yes, we do support, distributed simulations and the benefit is that as each slice is being done, we can unblock the corresponding sort of frame quickly downstream. So I think... You can keep the heads up a little bit. Yeah, okay. So the other benefit of using it with... I think it's okay. With PDG is that because PDG is scheduler agnostic we can schedule distributed sims on deadline, attractor or locally. Whereas before it was tricky to run Houdini distributed sims without using HQ. So it's no longer tied to HQ. It's one of the, I'd say the larger benefits of it. Okay. So I guess that's one... I'm seeing these questions here. Is there a way to write stuff from cops that affects Houdini globally? We tried to query shotgun for data set environment very quickly. We tried to query shotgun for data, set environment variables too, but these only seem to propagate down the PDG graph. I think Chris might be able to answer that one. Sorry, could you repeat the question? Okay. Is there a way to write stuff from cops that affects Houdini globally? We tried to query shotgun for data to set environment variables too, but these only seem to propagate down the PDG graph. I don't think it... Because we're setting environment variables to basically the jobs that we're spawning. Yeah, maybe you can speak to that. Actually, I don't quite understand the question. You're talking about environment variables and shotgun? Yeah, I think my reading of that is, okay, so we tried to query shotgun for data to set environment variables to Houdini, but these only... They're trying to just modify the current session of Houdini's environment variable. Right. We know the environment variables we set, I think we propagate those to the farm as we spin up tasks or jobs there. But... Yeah, that's right. The environment variables on the work item are for the out-of-process environment in which that job is executed. Right, but if we, you know, let's say have a Python script node that we're running in process and we set some environment variables there, we could absolutely do it there. But if you want to do that, you have to do it in a way that PDG cooks parallel. So you have to deal with the fact that you're modifying a shared global state from multiple places. Right. A Python script node could be used to set variables in the current Houdini section if you wanted to. Okay, so hopefully that handles that. So try the Python script node if you want to modify your own session of PDG or Houdini. Okay. Can you give us a few game studios that will be using PDG networks in production? Due to NDA issues, we cannot name names. But yes, people are using PDG in production. I'll quickly mention maybe one that sent an email to me that said, yeah, we refied this and it's been a game changer for us. Unfortunately, you know, the rest of the email has five more paragraphs that I'll involve us doing work. So... Well, we'll leave it there. But yes, it makes a big difference because of, you know, what we show that at the launch. These abilities are really bringing it up to a larger scale, capture all of these dependencies. It's Houdini Engine really at the next level, you know, proceduralism.  As opposed to chasing down these couple of hundred instances of Houdini Engine assets and try to modify those kind of things. Would there be any reality capture nodes? So interestingly, at one point when we were doing our sort of internal demos and early, early, early demos, reality capture was one of these things that we were testing out the procedural pipeline around. So I guess the... And I think our game scene actually is doing something with Alice, which I believe is the one that... because I want to see this screen. So in terms of reality capture, we're going to be investing most in the community. If there's a lot of requests around that, we would then consider adding support for that. But yeah, so we'll leave it there. Any other... Okay, the last one. I thought we're trying to use Houdini Engine as a runtime solution currently only for editor. Yes, we essentially have this question almost every time we talk about Houdini Engine. It's very much, very much in our mind. You can kind of see if you will some of these problems that we're solving is laying the technical foundations for such a thing. It's a big thing. So it's not something that we can immediately get to, but you can see we're moving in this direction. Good, I think that's it for now. Questions on the chat? No. Not here. Good, well, thanks guys. Thanks, Jeff, for taking us through the high level, the why and the what for PDG and Ken and your team for jumping in on some of these collections. As Jeff mentioned, we'd like to do a more tutorial format on the next webinar, specifically on wedging and probably some stuff beyond that after that. Absolutely. I would say in a month or so, yeah, Jeff? I'm off next week, but the week after we could actually do some really early ones. I actually had a few example files here to run through. Machine I'm on right now, it doesn't run Houdini though. But yeah, there's I want to start off by doing what I consider to be the basics of being able to run anything that we want, use any attributes we want, be able to marry different sorts of data. Basically all the workflows that we're very familiar with SOPs, see how we can recreate them inside of the PDG with as much granularity as we want. And eventually replacing that SOP framework with pure PDG graphs as well for some examples, so yeah. And there are quite a few examples of PDG tutorials on site at vex.com. So if you haven't seen those, go have a look there. Kenny Lambers did something with PDG and Unity, those together and Maric Schwind from Antagma did a wedging tutorial. So both of those are available on site at vex.com. Okay, thanks again everyone. Thanks for all the attendees having joined us and talk to you soon.


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Yeah, no, I know I mean, we could definitely let Lane know like You know what people like about it what people don't like about it that kind of thing It's like it's a matter of you know feedback here in there, too Of what you guys want to see what you want to see less of what you want to see more more of more than anything I thought it was cool, too. I didn't watch much of it, but Good luck here everybody too much man. All right, we can let that we can let Lane know for that on that for sure That was the only thing I was a little I was like I thought people might have had a little bit of a Hey, all you people. Hey, all you people. Hey, all you people. Won't you listen to me? Sandwich filled with jelly fish jelly it's from SpongeBob We've got Jackson Shorio 65 out of 299 on the white speckle auto boom Here we go James C. Congrats, man. That is massive Massive card right there. What a way to start off the break man. Holy cow Base and base that was that was electric That was electric right there Magenta trace weenie that's gonna be number two what $1.99 for the Yankees Jordan Walker, Luis Angel Acuña Jeremy Pena rookie on top Robert himself base Jose Ramos. Oh No, we're we're responsible for Ed's triple threads and top scrimm black breaks this weekend Got to play something huge then Ed. It's the only way only way we know how to do though Phillies Phillies Phillies and Phillies. All right. I Like it man. I like it Yes, you did you did here choreo first box first mini box If you guys is link for the six box MLB mixer absolutely body of the camera right there my bad Let's get that Reset almost had a iPhone flying at me. I'm not used to having the phone there There's anybody I don't want to hear it from it would be Sean. I'll be honest with you Gotta be honest with you Just tighten up Got Juan Guerrero, that's going to the Rockies on the base first auto Gutierrez and a rise first Atomic Averson Artega came to the league. That's the 150 for the Giants. Congrats Giants clear Watson, Errol Vera base Roberto Campos Steven Quan shimmer Lonnie white jr. For the Pirates nice one there. That's Pirates you need Cappy Nick York Ricardo Cabrera on the first as well. That'll do it for box one Not really a bad way to start. I gotta be honest with you Could have been a lot worse for sure for sure for sure See all right box too many but mini box one of box number two We've got Jackson Meryl this time going to the Padres. There you go, San Diego on the base auto Congrats Padres nice one there Great start we had so far Holy cow, man All right white speckled in your quiva to $2.99 that's going to the Rangers on the base Eason Morbell Jeremy Pena rookie Zikildar on Harry Ford jr. Perez There's refractor and Miguel Cabrera to $4.99 Tigers nice one there Kintana and Valera three years old Got rookie auto Kevin Smith going to Oakland one of the last teams taken nice one there From one Aqua head Bert Perez to 125 nice one there for the Brewers Simon Juan The Juan Quiva Jordan Walker Shimmer Roberto Campos. It's going to the Tigers Not numbered of course on the shimmer base and base Wanda Franco shades of greatness going to the race a cell and Denzer Guzman Mixer spots came in No, why are so anti though? Oh You're three one second guys All right, good luck here everyone let's do it. Let's keep going down to 16 to go on our mixer Thank you guys on that one Yeah, it's $75 a spot We're looking for 18 autos and obviously a ton of color between three bowman chrome boxes Bowman chrome hobby boxes as well as three tops pristine boxes We've got purple Benjamin Cowles 216 out of 250. That's going to the inks congrats on that New York Lawler Jason Dominguez A lot of color autos come out of this so far very nice refractor Khalil Watson to $4.99 for the Marlins Here Mitchell Dustin Harris I was gonna say you must Invicta Carlos Coleman RS and some more base be like five years old Base auto Willie Vasquez going to the race. That's when they're Tampa Congrats Tampa Aguero and Zach B Better NFL pack in your experience personal huddle nice purple William Bergola first to 250 there you go Phillies Rats on that Philadelphia again one of the last teams taken Prism no huddle or gold standard first off the line. Are you looking to like rip for value? Yeah, I can't read your name. Sorry Illege are you looking to rip for like value bowman ascensions Jordan Walker? Let's go into The Cardinals on the case hit of a super short front. I should say I Mean personally, I think gold standard first off the line. It's more of a fun rip But like you're gonna get probably more like resellable stuff out of prism. No huddle Reversal compost that's gonna be to $1.99 on the magenta shimmer The caro and confidant Plus you get what two at least two autos and a first off the line exclusive patch auto out of first off the line So those are a little bit more fun as well Anthony peach took the nuggets in a PYT break tomorrow There I am Yeah, gold standards fun man some of the patches we've gotten out of there have been insane insane Plus you get one first off the line base exclusive to 11 then you get the know who reach patch autos which are exclusive or an op-ed in space Which is like a case hit. It's always gonna be a rookie The know who reach patches are numbered to 79 and they're disgusting most of them. We called that George Pickens I don't think you're here. I'd like half the Steelers logo on it. So sick Auto said in a raffaella. That's going to the Red Sox. There you go, SG SG had the Red Sox in this one. That's what you're looking for right there. Nice raffi J rod rookie Teal ray wave is gonna be George Springer to $1.99 for the Blue Jays Blue Jays last team taken there you go bow true blue Joey Botto to 150 Reds Grats reds young keel Fernandez Valencia. Yeah, sir Mercedes on the first. Oh boy Here comes Vaughan with something please Got magenta rookie O'Neal Cruz number to 299 there we go pirates Grats on that Pittsburgh Baseball has been the same since Jason Worth retired. That's true, man That's true. The MLB has never recovered financially from Jason Worth's retirement Nationals and Phillies legend Jason worth they got tanks. He did. Yeah, he hit bombs Refractor auto Herard Gonzalez 483 at a 499 for the Royals on the vertical auto This one there Casey Got a gold O'Neal Cruz on the rookie boom There we go pirates. That's gonna be David W 46 out of 50 congrats on the cruise very nice A little bit of dust on top. I'm just gonna have Sean wipe that down really quick rip for us to be hide the Microfiber on you There's an O'Neal Cruz base rookie a lot of O'Neal Cruz in this box. It's like three cards of O'Neal Cruz Joey Weimer He did he did kill the beard and long hair combo Shimmer Ellie De La Cruz nice one there for the Reds Reds one of the last teams taken base and base O'Neal Cruz shades of greatness. It's our fourth O'Neal Cruz in that one box very nice great great great box there I have to say Jonathan cute Another mixer spot came in got a 15 on that I believe and guys this is breaking next It's gonna be three at boxes of 22 tops per steam three boxes of 22 Bowman Chrome, which is what we're breaking right now and Yeah, it's gonna be a fun one everybody 75 dollars a spot 18 autos in total as well as a bunch of color You know how pristine gets with its color as well as Bowman Chrome Yeah, at least one card card per mini box usually two depending if you count shimmers and non numbered stuff Jayrod rookie on top Refractor auto Sebastian Espino for 10 out of 499 last team taken there we go blue jays Congrats, bro You know our bosses are on the back as well We've got white speckle Lexus Hernandez on the first go into Chicago Congrats on that to 299 Base and base. What's he really a blue jays draft pick? I did not know that actually more, you know They're Ryan the more you know a Samuel Munoz base and base All on to the next one Charlie Welsh 16 out of 75 going to the Mariners on the canary yellow auto Congrats Seattle. I believe that's Eric R Yes, it is there you go Eric. Nice one there buddy base and base your Donnie de los Santos first O'Neal cruise rookie true blue is gonna be Leonardo Balecazar going to the Reds to 150 nice one there Cincinnati another one of the last teams taken that last spot mojo. It's real guys. It is real George Kirby base base Shimmer Roger Garius nice one there for the Yanks been a great case so far man Not numbered on a shimmer but still a cool card short of printed of course they make shimmers of everybody in the product So he's gonna hit one of the best prospects And Sean is three come on. What are we doing man? That's what I'm saying That's a gather Sean What's 10 box Tuesday spots another mixer spot came in we're down to 14 on that Thank you guys for knocking that down a little bit more Kirk Ricardo both taking spots there 14 to go on that guy's breaking at next Plus 10 box Tuesdays getting knocked way down as well. That's getting very close Bluejays draft pick legend at Jason work, man Thank you Sean dropping the link 14 to go on that breaking next Base auto JT Schwartz. That's going to the Mets. There you go, New York That's Matt's it there, right Akunya first Eric Hernandez first our Christian McKero to 75 nice one there Nats Eric are again That's the yellow-orange vapor nice one there you can throw that in the recap. That's the Kara Yes, I believe you can Sean still got I think they're a little bit different the The SSD yeah, I would grab that for sure Steven Kwan the 499 nice one there for the Guardians on the refractor rookie some more base The next one here everybody. Wait, that was an auto Logan Davidson. I was like, why is that there nice one there? I was on a falling for the athletics 31 out of a hundred Congrats on that Oakland again a little bit of dust on that. I'll just have Sean wiper down There you go Oakland again one of the last teams remaining. I believe that is Roger who took them Roger P Yes, it is there you go Roger nice one there on the short printed auto. Those are always cool Insert autos are tough hits out of this usually fall less than one a case Got green Zach v. Green vene to 99 for the Rockies True green that is as well. Where'd you blow yourself up on fortnight with rocket launchers all the time? Purple shimmer Ellie de la Cruz the 250 nice one there for the Reds. I would say get it Sean for sure I would say get it never leave the last one. Yeah Absolutely not never leave one I Drip on yeah, nice That's down to 14 to go again guys on that mixer you're getting there you guys again for getting that close to Not Michael Garcia that's going to the Royals first nice one there Jason choreo. I'm on tomorrow night for us tomorrow morning. So yes, I will be here tomorrow smack Jackson joked to 299 on the white speckle Mejia and the caro at release day of contenders optic basketball tomorrow The force in the morning doing PYT's me at night doing random teams. I'll be a good one man Very excited refractor Katal Marta for the Diamondbacks to 499 stud Stuck in Arizona now Unfortunately Hey, thank you Joel took a spot in three and two divisions. That's not down to three I'm most excited for triple threads. I have to save on that's gonna be so much fun, man It's down to 12 down to 12 spots to go on our mixer 12 to go Thank you again there will appreciate you buddy Taking a few spots in our mixer. We're down to 12 to go on that guy's almost into the single digits Again, it's random team style 75 dollars a spot get your random team refractor Jonathan Mahia going to the Cardinals 168 out of 499 nice one there st. Louis.  He's gonna be so good. It's gonna be unfair God canary yellow Josh Donaldson to 75 nice one there for the Yankees Rossman Virdugo junior Perez Royce Mark and Tom you can throw that the caro in now Magenta shimmer Roberto Campos again to 199 for the Tigers. This is the second one we pulled Nice one there Zack Dean warming Bernabell cooling freeze alarm Just just you wait until we get into choice where there's Camilla dole balls got Or we pull a heavenly heavenly. I like your tone At least I got on it. How many what would you on one ride the entire time?  She needle. You need a one of the old person scooters to get around We've got green Yankees for Nanda's boom 92 of 99 going to Colorado. It's gonna be CJL. Congrats, buddy. Nice one there Get that mag up for you, man. Arias and Khalil Watson. Do you need to be pushed around in a stroller yesterday? No, I had to babysit Frank the tank. He killed tovara to 499 Soil bifur's all I had had it Bobby Whit rookie Should have Shock one too Tanner McDougal nice one there for the White Sox on the base auto Just in ten bucks Tuesday another mosaic choice and some more PYT spots coming in again guys still 12 to go On our next one. Yeah, I know optics the last basketball set before hoops comes out Edward Cabrera To 250 when does hoops come out? Is that soon? I'll be fun, man Oops is always pretty cool product Shimmer is gonna be Henry Mendez for the brew crew base January 11th. Yeah, I guess that's relatively soon January 6th. Gotcha. Gotcha. Gotcha. Not bad. Honestly Not bad at all 12 to go soon or still our 10 bucks Tuesday football came in thank you Nicole Yeah, yeah, there's a pub we went to a pub in England Yeah, there's mixed drinks all over the place Oh Yeah, yeah Yeah, there was that that pub right there That pub in England the first card you pull is a David Ortiz. I call dibs. That'd be pretty cool Not fortunately not to wander What's a lot of team No, I don't know Face auto mason hour power hour going to the race I I'm so excited for 21. I'm ack dude.  I'm at basketball Game use logo man. Really? Yep Daniel Vasquez the 499 for the Royals. What about some flawless bond once that's laid to come out? That's got to be relatively soon That should have game use rookie stuff to like game use Kade game use Scotty Jalen Green Then finally most a heck on the 25th. I know it's been forever, man Feel like that's always the last like very very late brought up though for at least for basketball Ryan Acuna We'll do from mini box one of box number nine Yeah, one or six years younger than the race franchise. That's wild There's retrait retrimble 230 out of 299 white speck a lotto for the Orioles Jackson Job Jayrod rookie There's purple pita Lonzo to 250 for the Mets More base cards there crazy. I think Shawn is only three years old to Unreal Ashton Shimmer arovera for the angels I've missed the memo on that one Who was it? I was not in the memo on that one. I Know it. I'm like look at this kid. I should well I checked the text that jazz sent us and didn't say anything so it must have been that it must have been before I don't know when it was Wow, stay another division came in. Thank you Steve for that is I am dude, I'm too busy breaking man That was kind of I Well, yeah, because you told me we were walking you're like, oh, I thought we weren't supposed to wear late in here And I'm like wait what and you're like, yeah, they told us no late in gear. I was like, dude I guess so man, there's a redemption of Ricardo Cabrera going to the Reds nice one there That is just bowman chrome prospects autograph Ricardo Cabrera left out of every memo dude takes me weeks to get my stuff Magenta Noelle Marseille for the Mariners to 299. No, 199. Yeah, when when was this discussed? I already left at that time rich rich should come into it wonder Well, yeah But No, I knew nobody There's Cal Raleigh on the refractor rookie to 499 And expensive that's probably cost you what $400 It was funny base auto one been show for the Cardinals nice one there against st. Louis Orange rookie Steven Hit the Qan congrats Guardians 11 out of 25 nice one there on the Qan Big hit congrats Yeah, I have to imagine it'll be pretty far down the road It's gonna be when there's like a lot of this year's products being released That's when flawless will come out from last year Bobby Whit rookie on top Green shimmer is gonna be willman Diaz for the Dodgers. It's a 99 Nice one there for the doiers base and base They're like Yep first drink And the poutines in the we got poutine and Heather got like a shot of like the glass of wine Which is about that big in Canada and that set us back like Ridiculous got a green coming up true green auto Michael Burroughs 28 out of 99 congrats pirates nice one there Pittsburgh Fractor Colton Couser to 499. Oh, they just print money dude. Yeah, that place is a money printer With the F took a mixer spot down to 13 or no 11 to go on our mixer now That's getting very close guys gonna drop you a link to that again 11 to go six box MLB mixer come on just tweeting that out really quick Thank you guys for getting that close to full. We are almost there. Do appreciate y'all base Yeah, I saw I walked by I was like Serena Don Nick and Taylor Walked to like right by them once. I mean I saw you guys twice once in the beginning and once in the middle Oh Neil Cruz rookie. Oh Yeah, yeah, we were out at like six We got a spot for guardians at the end. So we just waited till that we just watched after like we had a Yeah, it's pretty cool. I'm not a big roller coaster guy. So like it's Yeah, to put your name in a queue Adrian's sugesti for the Giants on the base auto nice one there Giants Gutierrez, Roger Garayas True blue is gonna be Leo Verpeguero for the pirates To 150 I would say pretty low Steve I would honestly look that up that might be information that you can find from last year I don't know off the top of my head, but I would see maybe just doing a quick Google search on Absolute football from 2021. Oh, Neil Cruz shades of greatness. See kind of what results you get It's obviously gonna be pretty low, but it's possible It's possible Oh, yeah Out of a blaster. Yeah nice Shimmer is Yendry Rojas on the first for the Padres and base Squad right there And Chris Oh, gotcha Chris Jake was Jake there too. Yeah, Jake was really Jake Bryston NBA young boy was with us a little bit here Bryson looks like an olive. I know like a martini olive Trash Refractor auto Christian Vachero Boom Going to the Nats. There it is Eric R. Congrats, man 284 out of 499 Big time hit right there. Got a little bit of dust on that. We'll wipe that down for you Nice Vachero. Look at that magged man. They got a good break dude bunch of mags so far There seems triantos to 125 on the teal pink vapor for the cubs Nice triantos There's a picuero on the shades of greatness I'll be Stephen Jay taking some 10 bucks Tuesday 10 bucks Tuesday might be sold out at this point for baseball. I believe it will be Uh one to go on that 11 to go one to go on choice two to go on divisions and one to go Then we were sold out until 10 bucks Tuesday basketball So do need to get our next mixers filled up the six box pristine and bowman chrome breaking next Can't really do much until that's uh filled up. Unfortunately, then we can get to some of our other breaks, but uh, do appreciate it guys. We're getting close $75 a spot joey bart magenta. It's a 299 190 no 299 And last box of the break. Good luck everybody No chance there that would have been out. I would have lasted about two hours And especially with all the people there it was too many people Yeah, there was a lot of people way too many people face Excited what you have to tell me looking forward to you remember Yeah, I'll tell you something later. Yeah We've got Edison Paulino 224 out of 299 that's going to sg with the red socks. There you go, man Nice one there. I got a uh, raffaella and a Paulino great break for you, buddy Yeah, that sounds about right Mike one per case even less Of uh retail greed John Carlos Stanton That's uh, 17 out of 99 10 off jersey number your Donnie Delos Santos first Curse me shimmer culcin Montgomery. That's going to be for the white socks Basin base That'll do it for the break guys. Let's do ourselves a quick recap here Very good break overall. I have to say we had base autos not numbered adrian sugesty giants Juan Benchio Cardinals, uh, riccardo cabrera on the redemption for the reds Yes for the reds mason hour race tanner mcdougal white socks michael garcia royals jt schwarz metz Sedona raffaella red socks willy vasquez race kevin smith rookie auto ace Jackson meryl for the Padres forgot about that Juan Guerrero for the Rockies Now we got a refractor autos to 499 sabash and espino for the blue jays Jonathan mahiya going to cardinals haraard Gonzalez for the royals white speckled to 299 Edison Paulino red socks, uh read trimble for the Orioles purples the 250 benjamin cow's yanks Logan davidson arizona fall league to 100 for the Athletics, I believe that was yep on the insert auto We had michael burrows green to 99 pirates canary yellow is charlie welsch to 75 Mariners as well as the caro, uh, orange yellow vapor to 75 on the base for the Nationals then we had our big hits Of the break. We had a orange steven kwan to 25 for the guardians on the rookie gold o'neill cruise to 50 going to the Pog or pirates We had a refractor auto to 499 christian baccaro nice one there for the nationals A young keel for nandes 92 out of 99 on the true green for the Rockies And the big hit came out of the first box jackson choreo 65 out of 299 white speckle auto brewers That'll do it for the break there guys. Thanks again for the fill next up. We got to fill our mixer up


Two 16-year-old boys have been arrested and charged with burglary and connection with several smash and grab burglaries in Bemidji. Last week the Bemidji police department released these surveillance photos of the burglars and asked for the public's help in identifying them after the seventh smash and grab burglary in the last two months. But Bemidji police chief Mike Mastin said in a press release that the released images yielded little information or tips from the public. Still he said Bemidji police detectives were able to use experience and skill to identify one of the suspects. Authorities executed a search warrant at a suspect's home on October 12th and located numerous stolen items from multiple burglaries. With information gathered during the investigation, two additional search warrants at two separate homes were executed. As a result of the continuing investigation, seven handguns and numerous stolen items have been recovered. If you've enjoyed this segment of Lakeland News, please consider making a tax-deductible contribution to Lakeland Public Television.


Hi everyone, today I'm going to talk about multiplex TCP over on YHTB2 stack, a little bit about me. My name is Liu Chengdai, I'm a software engineer at Google's Institute 2019, I mean the ESQ networking team, mostly work on data playing. And this is outline of today's topic, I've introduced the background, the problems, the solutions and the real-world usage. This is the traditional scenario of the service mesh. So on the left side we will have a TCP client and away as this sidecar of the client would run the TCP proxy network flagging related by stream to from TCP client to the other way as the server sidecar. And that would also use TCP proxy to relate the bytes to the TCP server. And the variation today is about HTTP2 in the stack. So the changes I marked use the red color instead of relaying the byte stream from TCP client to the upstream server side on way, the byte stream would be translated into HTTP2 client connect method with the data frame in calculating the byte stream that beef. Of course at the server side on way the HTTP connection manager as the network filter would terminate the connect request and extract the byte stream and relate to the TCP server. So the problem or what we can benefit from the varated structure I will explain in the further slides. So in this slide on the top corner there's a thumbnail of the whole structure and on this slide this on ways the TCP client side on way which is responsible to relate the byte stream to the upstream HTTP2 request. So this is done by our TCP proxy but with the H2 extension at the TCP connection pool which is recently developed by Alisa, thank you Alisa. And this H2 codec in the TCP connection pool would custom magic translate from byte stream to HTTP2 connect stream. And this slide is about the server side on way. So this server side on way would use a HTTP connection manager live in the tunnel listener on port 80 which is a common HTTP port. And the specialized configuration is that in the route configuration you can use the connect config field to declare that instead of relay the HTTP2 connect method please use extract the data from the connect stream and relate to upstream. And in my specialized design I would introduce another TCP proxy listener which is similar to the traditional architecture. This TCP proxy network filter would do byte to byte relay. You may wonder why I'm introducing a duplicate listener, the idea is maybe quite naïve because in service mesh especially in STU at the server side we already invest a lot including error for RPEC network filter including the access log, the monitoring pipeline which is a promise to the developer and the STU users so we don't want to mutate the structure to huge to break the existing structure. And this slide give introduction on the necessary config or the component introduced in this scenario I can explain in the further slide. So what we can gain from this complex structure so we can obtain the we can get the functionality of metadata exchange between the two unwaist so because the two unwaist is connected with HTTP2 connect stream so then we can use the H2 header to encode our metadata in this page I demonstrate as a full client ID which is my fake client node ID and server would respond whatever you like but in this example it's a server ID. And what we can obtain beyond the traditional TCP proxy connected scenario we can use the HTTP2 HTTP not filter which is far more powerful than the TCP proxy routing so we can match the headers we provided in the metadata to decide which upstream and the point we are the server side upstream we would redirect to and we can obtain the low cost handshake in the service mesh scenario the clients unwaist and server unwaist mostly would be connected with TRS handshakes connection and everybody knows that TRS handshakes is expensive in terms of latency and the CPU cycle what is even worse is that this traditional TCP proxy use the TCP connection pool but the connection itself is not reused so for each incoming connection the connection pool would establish a new TCP connection to the upstream and introduce another handshake but with HTTP2 stacked to incoming TCP connection can be encapsulated in the same upstream TCP connection and the boundary is the data frames the HTTP2 streams between the two unwaist so you handshake once and you use the TRS connection for many many TCP connections between the client and the server and you may wonder with this actual layers would it be expensive yes it is without optimization there are many copies introduced between the two listeners at the server side unwaist so each we basically create two extra connections and the kernel space would maintain two socket buffers and connection user space connection copied to socket buffer in the kernel kernel would do the copy between two socket buffer and socket buffer would copy to the user connection again but remember the scenario that that's two listeners sit in the same unwaist process so I introduce concept of internal client connection internal listener and specialized IO socket implementation to eliminate the two socket buffer with the two connections extra connections so the data is not copied instead we use unwaist building buffer to move chunk of data in the pipeline in unwaist components so not many data are copied so the real-world usage will be in use-deal 1.8 which will be released in WEMER 2020 and I see you don't have to introduce the whole stack in your system you can use the connection internal connection with very little config change and gain the change listener with that this is chained TCP proxy to HTTP connection rendering I also use connection TCP to TCP or HTTP to HTTP to or other protocols so the code is still upstreaming you will see that in along with my upstreaming so this page I provide some links in that to the RFC of HTTP or hand life of unwaist request and the building component in our way to support the full picture and thank you for the time