Yes of course :)

On 9 March 2014 23:26, 松本 隆芳 <[email protected]> wrote:

> Thanks Paul,
> Can I translate this in Japanese and showing on my gist?
> I think its to be useful.
>
>
> (2014/03/06 3:18), Paul Doyle wrote:
>
>> (cross-posted to SI-Community and to our mailing list)
>>
>> Hi everyone,
>>
>> We've been mentioned in a few places recently in relation to what has
>> happened to Softimage, and particularly in discussions regarding 'what
>> now?'. I'm going to try and cover everything that's come up in various
>> emails and forum threads. If I missed anything, let me know and I'll do my
>> best to get back to you. You can reach me directly using
>> [email protected], and I will track responses in the places this is
>> posted.
>>
>> Before getting into anything else, you need to know that *FABRIC IS FREE*
>> to
>>
>> individuals. Freelancers, hobbyists, students, professionals - we don't
>> care. We strongly believe that the way for Fabric to become successful is
>> for people to have easy access to it. We make money from studios adopting
>> the technology, not from people trying to use it.
>> "What the &^%$ is Fabric Engine?"
>>
>> Fabric Engine is a platform for building custom tools and applications.
>> It's designed to be open and extensible. That doesn't really mean much
>> though, so let me explain a bit about the major components.
>>
>> *Fabric Core - *this is a high-performance multi-threading engine. It
>> takes
>>
>> the code you write in KL, and makes sure that it runs as fast as possible
>> on the hardware you're running it on.
>>
>> *Kernel Language (KL)* - this is the high-level language used for writing
>>
>> this code. KL has been designed to be accessible to someone that is most
>> comfortable writing Python code - it behaves as a dynamic language, so you
>> can iterate quickly. However, it is as fast as statically compiled code.
>> Soon we will be able to execute KL on your graphics card, without needing
>> to change a line of code - GPU compute for free, using a language that
>> anyone can learn. You can learn a lot more about the KL language here:
>> http://fabricengine.com/splice/kernel-language-kl/
>>
>> *Extensions - *we ship a range of libraries that Fabric can use. Alembic,
>>
>> FBX, Bullet, Open Image IO, hardware devices and so on. We also ship the
>> EDK to make your own extensions, and all the source code to our
>> extensions,
>> and tools to make it as easy possible. This means that you can use these
>> libraries inside of your existing DCCs.
>>
>> *Splice API - *this API makes it possible for you to use the Fabric Core
>>
>> and KL within other applications. That might be a commercial DCC  - we
>> currently support Maya, Softimage, Arnold and Nuke (Max and Houdini coming
>> soon) - or it could be a custom framework. This allows you to use Fabric
>> to
>> build tools that are DCC-agnostic - you can easily move them between
>> applications, which can be very powerful. There is a full demo here:
>> https://vimeo.com/76325922
>>
>> *Get Started*
>>
>>
>> So if you're a Softimage user, this is where I suggest you start - you'll
>> be working within your familiar application environment, and you'll get a
>> good sense of what is possible with the Fabric Core:
>>
>> 1) Get Fabric: http://fabricengine.com/get-fabric/
>>
>> 2) Get Splice: http://dist.fabric-engine.com/FabricSplice/1.11.0/
>>
>> 3) Follow the tutorials:
>> http://documentation.fabric-engine.com/Splice/latest/HTML/
>> Workshops/klworkshop.html
>>
>> *Scene Graph - *We also have a standalone Python/Qt framework. However -
>> we
>>
>> are currently working on 2.0 of this (due early summer). My recommendation
>> is that you take a look at the version 2.0 outline presentation:
>> https://vimeo.com/84300368 but that you limit your testing to the Fabric
>> in
>> Softimage stuff linked above.
>>
>> *Managed transition - *Everything that you do in other applications with
>>
>> Fabric and the Splice API will be portable to the 2.0 scenegraph. This
>> gives you a path to the future without abandoning your current toolset -
>> you might decide to move to Maya down the line, or another application, or
>> to the Fabric standalone framework. It gives you options and most
>> importantly, it allows you a managed transition.
>>
>> *Real-Time Renderer (RTR) - *we have a powerful real-time renderer that is
>>
>> targeted at production. It's written completely in KL, which is testament
>> to the power of the framework - it also means it's completely open. You
>> must remember that it is a platform for building rendering applications -
>> so far we have customers using Fabric and the RTR for deep image
>> compositing, scene assembly with Arnold integration, animation preview,
>> projection mapping and asset preview. You can see some additional
>> information here: http://fabricengine.com/splice-2/fabric-engine/
>> rendering/
>>
>> *"What does it do out of the box?" - *right now, not much. We ship a range
>>
>> of demo applications, but right now if you aren't comfortable writing
>> python or similar then you're going to struggle. However, Fabric 2.0 will
>> have much more for you by way of visual programming and 'instant utility'
>> tools that you can just use. Over time we will have more and more
>> functionality like this, but we elected to start with the platform
>> capabilities first - it's taken us a while but it's starting to pay off.
>> This
>> will change over the next year as we see the community pushing
>> functionality themselves, and hopefully we'll see a few collaborative
>> projects come to fruition soon. We're also supporting 3rd party developers
>> like Eric Mootz, so we're looking forward to seeing more artist-centric
>> tools coming through this year.
>>
>> *"What's the long term roadmap?" - *watch the Fabric 2.0 video (linked
>>
>> above - https://vimeo.com/84300368) for an inkling. We are thinking in
>> broad strokes about: scene assembly, rigging and animation, virtual
>> production and visual programming. We see these as areas that are ripe for
>> some innovation and we have a platform that offers all of the building
>> blocks to do this. However - we aren't beholden to investors or
>> shareholders, so our roadmap sometimes changes according to what our
>> customers are telling us they need.
>>
>> *"Are you in control of the company?" - *Yes. We have investors but Phil,
>>
>> Peter and I run the company. Nothing can happen without us agreeing to it.
>>
>> *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, which are best built by you. If you are
>> interested in becoming a part of this working group then please email me (
>> [email protected]) - right now I'm just gauging interest with the
>> hope
>> that we can do something amazing together.
>>
>> Thanks,
>>
>> Paul and the Fabric team
>>
>>
>

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