The toolset has been developed as an end-to-end solution that integrates into most pipelines with ease. It’s built to efficiently transport and render the data generated while maintaining an artist-friendly workflow.
Yeti has been designed to be package agnostic and supports various rendering engines including Pixar’s Renderman, 3Delight, Chaos Groups Vray and Solid Angle’s Arnold.
Yeti has been developed for artists and technical directors who want to have full control over their tools with the freedom and flexibility to create, change, animate and render using the procedural graph editor integrated within Maya’s interface.
The editor is used to chain together a series of nodes, each used to apply a specific modification, that procedurally describes the final result of the graph. These modifiers include Comb, Scraggle, Texture, Instance and many more.
Objects, grooms and guides (NURBS curves) can be imported into the graph from Maya as sources for the procedural network with all parameters controlled via a powerful expression language embedded into the application.
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; this allows models to change with only minor aesthetic tweaks to the groom (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. Alternatively, Maya’s component editing mode can be used to have complete control over each strand. There is no prerequisite for the number of strands, nor the need to have them at vertex positions, giving the user complete freedom to add detail as required.
As character finaling is an important step in any pipeline, each groom can have any number of corrective grooms created post-simulation in order to sculpt and tweak a pose to please even the most 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, allowing 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 provides easier of animated fur and dynamics. 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 minimized, conserving 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 input surface (per-vertex values).
Other useful pipeline utilities include the ability to save out organized PTCs, bake ambient occlusion and command line cache inspection.
- non-destructive procedural workflow
- multi-core evaluation of graphs
- expression-based node parameters
- numerous nodes including grow, scatter, comb, clump, texture and many more
- integrated low resource caching system
- changing UVs and topology handled gracefully
- high quality, fully multi-threaded dynamics solver
- fully integrated into Maya
- support for corrective grooming post-dynamics
- unlimited number of surfaces, grooms and guide curves
- instance geometry to points and fur
- deformable instances that follow the shape and motion of input fibres
- comb and deform fur based on grooms and guide curves
- group points and fur based on bounding geometry
- publishable groom files that store a whole groom in a single file for easy versioning and asset management
- non topology specific
- strands can be placed anywhere on a surface at any density
- unlimited number of user attributes to control parameters in a graph
- export/import any attribute to/from a 2d textures
- surface-based combing and 3d sculpting modes
- integrated strand editing via Maya component mode
- render-time dynamic evaluation
- rendering parameters (density, etc.) can be changed without the need to re-cache
- command line PTC generator for point-based occlusion and GI
- ability to pass custom surface attributes to shader for render time effects
- renderer-specific instance optimizations
All licenses are floating with unlimited rendering and include access to online support, our ticketing system and minor updates. If your production requires a higher level of support, please contact us for options.
Autodesk Maya 2012, 2013, 2013.5 and 2014 64bit on OSX 10.6 (and up), Linux 64bit and Windows 7 64bit
One of the following render engines:
- 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 (v220.127.116.11 and above) and Maya to Arnold (v0.25.2)