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Fabric Engine unveils Creation: Splice for Maya

Tuesday, June 25th, 2013 | Posted by Jim Thacker

Fabric Engine has announced Splice, the latest module for Creation: its platform for developing high-performance custom tools for visual effects and pre-viz work.

Splice gives TDs and programmers a means to start working with Creation’s core processing engine within the more familiar environment of their main DCC package, rather than having to build standalone applications.

The system takes care of the low-level programming work involved in writing multi-threaded code, making it possible to write high-performance operators in Creation’s JavaScript-like Kernel Language.

According to Fabric Engine, the operators run as fast as optimized C++, without the need to write actual C++.

The result should be a faster, more straightforward way to write tools with the computational efficiency required to tackle the large data sets generated in modern production work.

Maya for now, Softimage to follow
For now, “main DCC package” means Maya, since Splice is still in alpha, and Fabric Engine is focusing on its largest target market. The developer aims to add support for Softimage and other DCC packages “after Siggraph”.

However, operators created using the system port between applications, so anything written for Maya can be transferred to other software within a pipeline.

Studios interested in testing Splice can register for the beta program via the link below.

Splice joins Fabric Engine’s existing modules, which include scene assembly and lighting tool Stage and crowd-simulation system Horde.

Read more about Splice on Fabric Engine’s website
(Includes information about registering for the beta program)

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  • Enoch Ihde

    KL is actually more like javascript in syntax. python is used to write the front end stuff for creation platform stuff. KL does the lower level computation heavy stuff.

    either way, it’s gonna be awesome!

  • Yep, my bad. I was really just trying to get across that KL is more approachable than C++ for most people from a Python background, but I didn’t word it accurately enough. I’ve updated the story now.

  • Yep, my bad. I was really trying to get across that KL is more
    approachable than C++ for most people from a Python background, but I
    didn’t word it very well. I’ve updated the story now.

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