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Most studios use combinations of packages these days, and glue them together with code and scripts. This type of configuration is usually known in high-end circles as a 'pipeline'.

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 ,OSX,Linux ).


Mental Ray now ships with Maya.

We've produced a space partitioned geometry shader which interoperates with maya2mr, and runs native inside Mental Ray. You just run your renders as usual. It generates Mental Ray Hair Primitives on demand and lets Mental Ray juggle them in and out of memory as needed.

We have a Mental Ray Surface shader which will apply the correct colors and properties.

We also have modes that will let you write hair into Mental Ray as real hair primitive geometry, and can even overlay the Shave buffer render over a mental ray render.

In addition to supporting the embedded version of Mental Ray [for Maya], we also support exporting for standalone Mental Ray.

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.

Embedded Integration
Most plug-ins that have such deep integration are entirely closed systems. High-end companies want more flexibility.

We offer many different ways to work with Shave.

The power of Maya is its flexibility. Why buy the most flexible animation package in the world only to hit a dead end with your hair solution?

PRMAN
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.

Adding dynamic hair to your RIB becomes as simple as adding one line of text.

We recognize, that for your own pipeline considerations, you might not wish to render with Shave's render, and try to make that easy.

One customer, for instance, rendered all the hair with Shave's buffer render (for quality and speed issues), and then generated hair primitives into Sitex's Air for cast shadows.

CROSS PLATFORM
Shave currently runs on WINDOWS, LINUX, and OS/X [5.01]. Happy Happy Happy.


ONLINE DOCUMENTATION (PDF)

DEMO VERSION (Win32)