I'll take a stab (although I haven't really spent any time using it).

Often in production, we face problems that need solving.  They can be
generic problems that are common across a studio, like "fur" or "grass," or
they can be show-specific, like "create time-lapse footage of a building
being constructed."  These examples are fairly small in scope, but studios
may have even broader needs, like "We'd like a way to visualize our models
quickly, without turntables, with an embedded Shotgun page for doing
reviews."

There are lots of tools at our disposal for solving these things, but the
most powerful toolsets all exist with various DCC packages.  So any
solution you come up with tends to be tightly coupled with one package.
 For example, a studio might come up with a good procedural forest solution
in Houdini, but then every time they want to use it, they have to make sure
they have a Houdini artist to run it.  If the rest of the show is in Maya,
you now have to deal with porting lots of assets over, and the additional
crew.

Or, more often, the technical artist or rnd person gets asked to "simply"
port the tool over to the other package. Once you port the tool, you now
have two separate sets of code to keep up to date, and eventually you have
to hire more technical artists and RnD guys to keep up with demand.  And
the ones you have are unhappy because they're spending time keeping code in
sync and porting features back and forth, rather than making cool stuff
artists want.

Perhaps the most common situation is that we see all of the issues above in
advance, and opt to have an artist "figure it out themselves," or "do it by
hand."  Not because us technical guys are lazy beer-sipping jerks, but
because it's actually cheaper to do it the hard way than to make a tool
that will have to get rewritten by the time you use it again.

>From what they've released so far, Fabric Engine goes a long way towards
remedying these kinds of situations, and does so in a very clever way,
that's geared for extremely high performance and flexibility.

At its core, Fabric Engine gives us an API for graphics built with
multi-threading and optimized machine level compiling in mind.  With the
Splice integrations in various DCC packages, we gain a direct way to
integrate tools built in Fabric Engine into all our DCC packages with a
single implementation.  The tool you make for Maya Splice works in
Softimage Splice, and does so far more elegantly than any one-off tool a TD
is likely to create.  Magic.

So, for the artist, it means your studio can build better tools faster, and
make better use of them across packages.  Gone are the days of seeing what
someone has in tool X and wishing you had it in Y.  Also, gone are the days
of worrying about building a toolset for a package (say, Softimage) and
losing your R&D investment overnight because a publicly traded corporation
thinks you should be using a clunky pile of aging Mel scripts with serious
scalability and workflow problems instead.

***If Fabric Engine can improve the return on investment of RnD, you not
only make better use of the RnD resources, but in the long term, you are
incentivized to increase the RnD budget.***

Now, taking it one step further, we've made use of sites like rray.de,
xsibase, creative crash, etc.  Imagine if every new script or tool someone
wrote could work in all the Spliced packages!  The same arguments about RnD
budgets at the company level apply to the community efforts as well.  Not
only do we get better utilization from the efforts people are making, but
there's also a stronger incentive for developers to make more tools,
because they can reach a wider audience.  And on top of that, FE gives you
a license for personal use, so there's nothing stopping individuals from
contributing tools right now.

The situation we're in now is a chicken/egg scenario.  In order for all of
the above to take off and revolutionize our industry, we need an audience
of studios and individuals ready to consume all of these tools people will
make.  It's still very early days, so it's not in any way too late for this
to happen -- if anything it's probably closer to being too soon.  What I
mean is, this isn't like Softimage, where the industry is turning a blind
eye to a great tool.  It's exactly the opposite, as some studios (MPC,
Hybride) have already site licensed, when the tools are just getting off
the ground.

Given what's happening right now, there's a very unique opportunity with a
captive audience of Softimage users on a 2-year ticking clock.  Just by
showing an increase of interest and sales, the value of FE is already
growing on paper, which can help a young company get where they need to go
even faster.

That's my "pitch."  No affiliations with FE whatsoever, but that's how I
see it playing out.  No guarantees it will happen, but I do believe the
potential is there.

It's important to note that a move in the direction of FE by no means has
to be a move away from other DCCs.  Just as it gives you a framework to
build tools inside the other apps, it also gives you a better framework to
bridge the work you do in various DCCs together.  The scene assembly
application idea is just one example of how it could do this.

The other note is that I don't think people should be too quick to swear
off commercial software solutions (i.e., non open source).  I love open
source as much as the next guy, but it's always either there or it's not.
You can't will it into existence.  It takes a lot of effort to build
something great, and even more effort to do it with a team of disconnected
individuals.  I'm all for using what's out there and adding to the pile as
much as possible, but if we hold our breath for an idea, we'll likely
suffocate (i.e., be stuck on Maya).

SItoA and MtoA have shown a great model for how open source tools can be
built in concert with commercial software.  It's a great way to gain the
structure and supervision of a company while still gaining from the
community and letting companies stay in control.  I would argue that the
core of Fabric Engine is a piece of software that really doesn't need to be
written by VFX/animation/game studios (well, maybe the games guys, but not
the ones using DCCs).  IMHO, the balance between what's open and what's
closed with Fabric Engine is really pretty good.

On Wed, Mar 5, 2014 at 7:37 AM, Mirko Jankovic <mirkoj.anima...@gmail.com>wrote:

> Anyone can explain a bit what are options with Fabric Engine for non tech
> guys but purely artist type?
> Start and work? I understood that it is creation platform for people to
> get it and create their tools but what are chances that in time there will
> be enough tools and libraries that will enable non tech guys to pickup
> various tools and start working?
> Or I misunderstood what is behind Fabric Engine completely :)
>
>

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