some updates from Fabric Engine: crowds and scene assembly/lighting

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Old 03 March 2013   #1
some updates from Fabric Engine: crowds and scene assembly/lighting

Hi everyone - it's been a while since we shared any updates. I'm excited to tell you about two modules that we are working on:

Stage: "Stage is a scene assembly, lighting and shader authoring system. It provides a tight relationship between your offline renderer and our realtime renderer. At this time we are integrating SolidAngle’s Arnold renderer, but Stage is designed to support any offline renderer that provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
More info:

Horde: "Horde is a flexible crowd system that enables artistic control over large numbers of agents using an intuitive painting interface."
More info:

Both modules are in early access programs where we are seeking commercial studios to work with us to develop them - you can PM me if this is something that applies to you.


Old 03 March 2013   #2
This fabric engine looks really interesting to me. I've been thinking for a long time someone needs to just make a programming platform, or framework, to make 3D applications, that is completely open-ended. Is this essentially what fabric engine is? Do you intend to keep it as primarily as just a framework, with some modules you guys create yourselves? Or do you have the intention to gradually grow fabric engine to being a full on 3D application that can cover everything?
Old 03 March 2013   #3
I guess that is the reason why softimage and especially ICE has no good progress:
cause the core team is not anymore with autodesk. good to know!
Old 03 March 2013   #4
Hi Ryan - yes, that's a good description of the framework, although it can also handle 2D applications very well - we just haven't spent any time on that yet beyond some simple image processing. We're not convinced that another monolithic DCC application is needed or wanted (although it comes up often enough to suggest we might be wrong about that - we'll keep listening). We play nicely with FBX, OBJ and Alembic, so right now we are focused on fitting within existing pipelines by providing functionality where we think we can bring a lot of value. People aren't going to buy 'me too' functionality, so we can't justify working on areas where we don't think we're bringing something new.

If you look at the modules we list here: Modules, you can see we have quite a lot going on already, so we'll see how things look once we've got through that work.


Old 03 March 2013   #5
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