Yeti

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.

Procedural Workflow

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 which allows changes can be made to models with only slight aesthetic tweaks needed ( if at all ).

5M80 Courtesy of Cube Creative

5M80 Courtesy of Cube Creative

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.

Features

Core

  • 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

Workflow

  • 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

Grooming

  • 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

Rendering

  • 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
  • and many more!

Supported Renderers

System Requirements

Autodesk Maya 2012, 2013 and 2013.5 64bit on OSX 10.6 ( and up ), Linux 64bit and Windows 7 64bit

One 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 ( v4.0.12.0 and above ) and Maya to Arnold ( v0.22.1 )

Pricing

Yeti Studio License ( 1 floating interactive license + unlimited rendering ) CA$1195

Interactive licenses are required when using Yeti with Maya unless referencing cache files ( ie. for lighting purposes ). All licenses include access to online support + ticketing system and minor updates. If your production requires a higher level support please contact us for options.

Try

If you would like a 30 day trial license of Yeti please email licenses@peregrinelabs.com with your full name, contact email address, mailing address and a host id for the license server.

Buy

Please email sales@peregrinelabs.com for any purchase requests. The email should contain a contact name and email address, billing address, number of licenses and a host id for the license server.

Download

Latest Version: 1.2.12

Links to the latest Yeti binaries will be sent along with any trial license requests, if you are a a current Yeti customer please contact the Peregrine Labs team for access.

Peregrine Labs License Server and Tools

( 64bit server required )
Linux
OSX
Windows

Maya is a trademark of Autodesk Inc.