I tend to agree with all yous...
I think a good way to market Fabric Engine is to be something of a TD world with Artist Friendly implementation. I like how open and powerful the potential of the software is and Splicing is, but sometimes I just want to use existing scripts and code that can be modified to what I need the most - applied technical work of others from a community to an artistic end.
If you had FE with already artist friendly, useable systems plus the ability for the artist to get their hands dirty by being more technical - with the added option of full access to coded development - it could be just the perfect artists/technical generalists tool to take a step up from in-the-box packages.
Like Softimage's Feature Set in ICE: with it's ICE rigging, Crowds, ICE syflex, particles, and then Eric Mootz plugins, scatter tools and other compounds by third parties: FE should come with a set of user artist friendly and TD ready-to-develop applications and artistic examples - tools.
Examples could be:
- GLSL shader library or compounds with realtime SSS, Blinn, Phong, Fresnel, transperency, etc?
- Realtime viewport Post Effects (DOF, Bloom, GI, AO - etc)
- Animation enhancement toolset?
- Sculpting/Painting toolset?
- On the fly Geometry generation?
- Node GPU enhanced compositing?
- User friendly UI/overlay and Synoptic Creator?
With simple showcase artistic "applications" built in and shipped with it, the FE could open doors to inspire newer and improved community plugins that could be bundled in with the package. TD's could modify, expand or create their own systems like they would with ICE or the current standing system, but this time around it would be motivated and pushed by the artists who would invest in a system that enhances their tool of choice - for all the systems it could technically Splice into.
I think that is what they want really in the end... but it's all still very "technical". I myself know very little of scripted logic, and use ICE in a limited fashion, but thanks to ICE I am starting to get into that concept of developing "logic" a bit more to get where I want to go artistically - be it in SI or in the other packages I use. I can't wait till they have nodal implementations, or more: template compounds/tools I could fiddle with from the get go - as I am more of a lego person than a "create from nothing" scripting person. I think FE is on a good track if they promote a "lego" like additional feature blocks system for any tool it splices into.
I think it's worth it if it empowers the Artist, facilitates the TD, and unifies the separation between a developer and an artistic implementer, software to other software - maybe when it's nodal system and more tutorials/showcases on artistic implementation, pipelines and tools (and even user friendly tools on the surface) come out, it will be even more worth it's bang for it's buck.
And I'd then invest in it for sure when I can - me and my small team of merry men.
EDIT: it has a lot of these features already, actually.
