Yeti v2.0.4 for Autodesk Maya 2015/2016Program Type:
Autodesk Maya Plug-InDeveloper:
Peregrine Labs, a division of Peregrine Visual Storytelling Ltd.Homepage:
Autodesk Maya 2015/2016, 64-bit ONLYFile Size:
13.26Mb / 13.43MbYeti*
позволяет создавать мех, перья и генерировать большое количество различных элементов, основанных на привычной рабочей концепции процедурного узлового графа непосредственно в Maya Autodesk. Набор инструментов изначально разработан в качестве комплексного решения, с лёгкостью интегрируемого в большинство конвейеров и созданного с целью эффективного переноса и рендеринга данных, получаемых при сохранении в дружественном художнику рабочем процессе. Yeti* независим, и поэтому поддерживает различные движки рендеринга, включая Renderman от Pixar, 3Delight, Vray от Chaos Groups, Arnold от Solid Angle и Guerilla Render от Mercenaries Engineering.
is Peregrine Labs product to produce fur, feathers and generating lots of things based around familiar working concepts of a procedural node graph directly within Autodesk’s Maya. The toolset has been developed as an end to end solution that easily integrates into most pipelines with ease and built with the goal of efficiently transporting and rendering the data generated while maintaining an artist friendly workflow. Yeti* aims to be package agnostic and supports various rendering engines including Pixar’s Renderman, 3Delight, Chaos Groups Vray, Solid Angle’s Arnold and Guerilla Render.Procedural Workflow
Yeti* is Peregrine Labs product to produce fur, feathers and generating lots of things based around familiar working concepts of a procedural node graph directly within Autodesk’s Maya.
The toolset has been developed as an end to end solution that easily integrates into most pipelines with ease and built with the goal of efficiently transporting and rendering the data generated while maintaining an artist friendly workflow.
Yeti* aims to be package agnostic and supports various rendering engines including Pixar’s Renderman, 3Delight, Chaos Groups Vray and Solid Angle’s Arnold.Grooming and Simulation
Yeti* has been built to support the need of ever changing assets within high end visual effects and feature production – unlike traditional fur solutions Yeti* grooms are not dependent on surface topology or texture UVs which allows changes can be made to models with only slight aesthetic tweaks needed (if at all).
The grooming process takes place within Maya’s 3d viewport using a custom brush interface that allows the artists to populate, sculpt and paint desired values on the surface with interactive feedback; or use Maya’s component editing mode to have complete control over each strand. There is no prerequisite for numbers of strands or the need to have them at vertex positions giving the user complete freedom to add detail where needed.
As character finaling is an important step in any pipeline each groom can have any number of corrective grooms created post simulation to sculpt and tweak a pose to please those demanding art directors.Pipeline and Rendering
Yeti* has been designed to fit easily within most production pipelines – each graph and all of it’s sources can be exported as a Groom file which is completely independent of any mesh, texture or other asset which allows easy asset management and versioning. Once a Groom file has been published it can be imported back onto the character at a later stage or a base groom can be created to be applied to multiple characters in a crowd.
A built in caching system means that managing animated fur and dynamics are a snap. Once a groom has been assigned to a character a cache can be stored and referenced for an interactive preview of the results, or just left hidden for worry free rendering. All rendering is performed via external DSO’s developed to optimize memory usage with the added option of changing cache parameters without spending the time re-baking.
Each cache file uses a highly parallel format that only stores what’s needed to re-generate the fur with Yeti* re-evaluating the graph at render time. This means that caches that historically could have eaten up disk quotas in one evening are reduced to 5 to 10 mb per frame or less, limiting resource usage as well as network bandwidth.
Rendering is fully integrated into Maya via Renderman Studio, 3delight Studio Pro for Maya, Chaos Group’s VRay for Maya and Solid Angle’s Maya To Arnold. Any attribute that flows through the graph (P, id, Cd, etc.) can be promoted to a shader parameter and geometry sampling provides the option of inheriting attributes from the generating surface (per-vertex values).
Other useful pipeline tools include the ability to save out organized PTCs, bake ambient occlusion and command line cache inspection.What's new:Additions
- removed explicit .dso/.dll from Rib output for PRMan/3delight to avoid cross platform rendering issues.
- added imageSearchPath parameter to rendering DSO’s, this is used to set the search path for textures. Originally baked into the graph/cache itself this means it can be updated/changed without re-caching.
- texture cache is owned by the Maya instance of Yeti* vs. the graph, this means that caches using textures should only read the texture once and be re-used across frames. The cache will still check time stamps for textures that are dirty.
- optimizations to internal mesh structures.Bugs Fixed
- swapped colours for Display as Heat Map.System Requirements
- Autodesk Maya 2015, 2016 64-bitOne of the follow rendering engines for rendering Yeti data:
- Pixar’s Photorealistic Renderman
- Pixar’s Renderman Studio & Renderman For Maya Pro
- 3Delight Studio Pro for Maya
- Chaos Group VRay for Maya and VRay Standalone (v2.2 and later)
- Solid Angle’s Arnold (v126.96.36.199 and above) and Maya to Arnold (v0.22.1)Download: