We’ve been lucky enough to have great studios involved with the Beta of Yeti – one of those is Fuel VFX located in Sydney Australia. This past summer the team lead by Head of Surfacing Bryn Morrow produced two spots for Bankwest Australia.
“I have been using Yeti right from the start and it has made my job of creating furry characters way easier. Once you get used to the combing features and tools, your workflow tends to get much faster” commented Bryn.
“One of the best features is the graph editor and being able to tweak your fur as nodal networks. This makes organization and multi-node interconnecting a great way of tracking your progress and being able to identify any areas causing problems. It also gives you the freedom of creating endless possibilities of hair styles.”
A big congratulations to all of the folks involved at Fuel VFX and we can’t wait to see what they produce next!
Now that we’re moving towards our beta release we’ll start to reveal more information via the product pages and blog entries discussing some of the functionality in more detail.
We’ve had a few people contact us to ask what our node base implantation means – as Yeti lives in Maya is it just an extension of a Maya graph or more? It’s more…
Peregrine has an internal API called Plateau ( following the theme ) that all of our tools are based on, Plateau is really good at managing data ( and what happens to that data ) which we leverage heavily in all of our products, especially Sherpa and Yeti. To accommodate this new data management we spent the time developing our own node based system that skirts much of the traditional Maya workflow and implements a procedural model that may be more familiar to Houdini users.
This new implementation gives us both the flexibility of a true procedural system and the interactivity that Maya is known for – and our beta testers are just as excited about it as we are!