(thread appeared in the end)

On 5 March 2014 13:29, Paul Doyle <technove...@gmail.com> wrote:

> My new thread doesn't appear to have made it to the list. There's a copy
> of it here:
> http://www.si-community.com/community/viewtopic.php?f=36&t=4950&start=0
>
> I honestly don't have much to add to what Andy wrote - he nailed it. The
> last two points in my post are:
>
> "We can't do it alone - if you want to see change happen, you have to get
> involved. Small companies like Fabric need your support, we need you to
> kick things around and tell us what you think. We need to know what you
> need. It's immensely frustrating to be told "this is cool, if only it did
> X" and then we do X and the response is "now if it did Y then I'd take a
> look". Get involved - it's free!
>
> Let's get creative - we are open to creating a consortium and finding ways
> to open-source work done there. Obviously there are hooks into Fabric and
> the concern will be around vendor dependency - however, a lot of that can
> be addressed in the design of a particular project. We have done deals that
> give source code access to customers after a certain number of years, and
> we will work with studios to give that kind of security. We see this as
> something where we would not be controlling anything, but working on a
> partnership basis with the studios that want to do this. It has to be
> driven by studios that want to see some control over their destiny, with
> companies like Fabric getting involved to support and drive innovation. We
> are a platform, so for us this is the way to success - providing
> high-performance, dependable components that can be used to build
> production-specific tools. If you are interested in becoming a part of this
> Fabric working group then please email me (p...@fabric-engine.com) -
> right now I'm just gauging interest with the hope that we can do something
> amazing together."
>
> We started Fabric because we thought there was a better way to do things.
> I won't lie - we took a few wrong turns with things like web technology.
> However, the core engine has been consistently developed throughout, by key
> members of the Softimage team. What we have now is an extremely powerful
> platform that is hitting maturity - Fabric 2.0 is coming soon and it's got
> a lot of people excited. For it to become everything it should be, it needs
> support. I see it as a two-way street though - if we want studios to commit
> to building on our platform, we have to be open to providing assurances
> (contractual!). That's all I want to add - we're there and we are excited
> to do something that breaks the studio/vendor mould.
>
>
> 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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