I have just posted a new message to the list covering some of this - I'll
read through this thread again now and respond as best I can.


On 5 March 2014 13:00, Andy Jones <andy.jo...@gmail.com> wrote:

> 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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