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 Gelato 2.1 Nvidea's
Gelato render is free. We've worked with them on a shave
interface, it operates much like our MR
integration.
Floating Licenses
Shave is now available in a wide variety of
sizes and flavors with different sizes of floating
license packages. The licenses will float across any LAN
and even to multiple platform targets (win32, win64,OSX
risc, OSX intel,Linux32,Linux64).
Mental
Ray ships with Maya. We've produced a space
partitioned geometry shader which runs native inside
Mental Ray. You just run your renders as usual. It
generates Mental Ray Hair Primitives on demand and
shades them. We also have an export command for .mi
files for standalone rendering.
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PRMAN / Renderman
Studio Pixar's PRMAN is an integral part of many high
end pipelines, with Shave, you can generate space
partitioned RIB's directly - this means no memory
restrictions on haircount limits. We also apply this
feature to our 'instancing' object generation, so you
can render millions of anything (trees, feathers, etc).
Because we generate hair as local
Delayed Rib Archives, you can use it with all versions
of prman since 3.1, and most workalikes.
Adding dynamic hair to your RIB becomes
as simple as adding one line of text.
Because we use delayed read archives,
the implementation works with a host of other renders
like Air, 3Delight, Pixie,
RdotC,
and more, so even if you can't afford Prman ,there are
similar options. We include source to our
surface shader (shave.sl) so you can
recompile our shader for any prman render.
SDK
Shave provides a front end that even
newbies can use, but goes a big step deeper and provides
development tools at the Mel level and at the C++ level
that will let you glue it into any Maya based pipeline
you can conceive of and even write plugins that
communicate with the Shave engine.
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