Yeti 3.5 is here!

Yeti 3.5 is here and it’s one of our biggest point releases ever!  Our team has been working hard to introduce great new features to help with productivity and integration.

Alembic Logo

We have implemented support for Alembic into the core of Yeti for both importing and exporting geometric data.

For importing – a new File node has been implemented that will read both curve sets and mesh data from the specific Alembic file, along with any additional arbitrary attributes, that may be modified and referenced by down stream nodes. Our aim is to expand support for additional geometric formats in the future.

For exporting – we have expanded our caching commands to include writing the evaluated results of graphs to Alembic file(s) with multiple samples for motion blur purposes and either having all the data stored in one monolithic file (and for fur this can be truly monolithic) or on a per frame basis. Density and other graph options can be controlled from the command line.

 

OpenImageIO

Continuing the adoption of amazing open source projects, our internal texturing system has been completely replaced with OpenImageIO – besides added format support it also provides additional efficiency when reading a large number of high resolution texture files.

 

Volumetric Guides

We have introduced a new default Volumetric guide model which provides a more intuitive result with additional visual control over the shape and clumping behaviour with the option to switch to the previous Shape Matching model for backwards compatibility.

 

Parting, Switch node and more…

Additional highlights are the new Automatic Parting, a Switch Node, Projection based texture coordinates for feathers, Density based relaxation and the list goes on!  Check out the release notes for details.

 

Last but not least, we’d like to remind our lovely friends to the south that Yeti is now available world wide (including the US) – enjoy!

Please note:  This is a free upgrade for all 3.x users. 

 

Yeti Summer Sale

July is fast approaching and with it comes many great incentives (besides the beautiful weather) for a Yeti Summer Sale.

Canada Day lands on the 1st of the month pairing cold beer, Muskoka chairs and the Tragically Hip on the radio with more than a few pick up games of basketball expected.  (#WeTheNorth)

And now that all of our products are available to our southern neighbour it is only fair that we get to join in their Independence Day fun and send a few rockets into the skies!

During the month of July

%15 off all new Yeti purchases!

 

To celebrate the plethora of goodness we are offering %15 off all new Yeti purchases for the whole month of July!  Use the following code, GLOBALGROOMING, when checking out from our online store to take advantage of this discount.

 

Fine print: The discount is only applicable to new Yeti Studio and/or Indie licenses purchased between 12am (EST) July 1st and Midnight (EST) July 31st and can not be combined with other offers.  The discount code must be applied at the time of purchase. 

Bokeh Pricing

Bokeh has been available for purchase almost as long as our little studio has existed, within that time we’ve been lucky enough to have some of the top companies in visual effects use it on ground breaking productions.

As with all our projects Bokeh was initially developed for internal needs but due to interest from other parties we made it available for outside consumption, at that time we weren’t sure how we wanted to price it as a product and ultimately settled on a rate that was extremely aggressive with the aim of making it as accessible as possible.

Over the years we’ve made small adjustments to this rate, the biggest step was quickly moving from a perpetual model to the need for annual support fees to maintain a license. Even with 20 years of VFX production experience and having managed large scale development internally, the leap to selling and supporting software to a large (and demanding) user base was (and still is) a learning experience and our initial pricing was off.

Over the last six months it has become obvious that we needed to take our pseudo-subscription model and update it to a plain and simple annual subscription one. Our assumptions about how customers would be using the licenses differed from reality, rather than staying continually on maintenance; licenses would only be used/purchased when needed, sometimes years apart. This led to some confusion as to how and when maintenance could be renewed and the implications of the timing, many customers reached out and asked us to come up with another plan. In addition to this confusion with the annual maintenance model, it wouldn’t have made sense to maintain Bokeh’s availability if we stayed the course we were on.

As of now all Bokeh licenses are considered annual subscriptions, there is a single price for both a site license and single licenses with both floating and node locked (for single) options now being offered.

This means there is no longer an annual maintenance price, when a license expires a new annual subscription can be purchased with no time limit for how soon that needs to happen after expiry. If you purchase a new subscription prior to the expiration date of a previous annual term we’ll ensure the new license starts at the end of said term – otherwise it will start on the day of purchase.

Making this change isn’t something we’ve taken lightly and understand that this may impact some studios continued use of Bokeh. We are extremely humbled by the amazing craftsperson-ship of our customers and hope to continue our relationship with as many as possible.

Update: Single license pricing has been reduced to $129 p/a for a floating license and $99 p/a for a node-locked one.

GDC, TED and FMX – our spring conference season!

We are entering spring conference season again, in fact – we’ve already enjoyed a visit to San Fransisco for the Game Developers Conference. With the release of Nvidia’s RTX cards and support from the major graphics API’s there was a lot of realtime raytracing coverage – including Epic’s release of Unreal Engine 4.22.

More recently I was lucky enough to attend the TED conference in Vancouver this last week – a very humbling experience to step outside of our usual thinking and enjoy exploring the world through the TED ecosystem. There was much to reflect on, which I will leave for another post, but a highlight was Doug Roble’s presentation of Digital Doug to the wonderment of the audience.

Doug Roble speaks at TED2019: Bigger Than Us. April 15 – 19, 2019, Vancouver, BC, Canada. Photo: Marla Aufmuth / TED

Back at the studio I’ve had just over a week to breath before heading to the beautiful city of Stuttgart for FMX. The program this year looks solid and we’re very happy to highlight a few of the presentations our talented customers are involved with:

Mackevision – Best Friend, Tuesday April 30th @ 3:15pm
Check out the studios page to watch the spot and hear more about how it was made.

Method – Welcome To Marwen, Wednesday May 1st @ 4:30pm
In the Virtual Production track, don’t miss Kevin Baillie’s talk on some of the techniques used to deliver these stunning digital performances.

Goodbye Kansas – Overkill’s The Walking Dead, Thursday May 2nd @ 9:30am
GBK produced these stunning trailers for Overkill’s The Walking Dead, listen to a few of the team members discuss the challenges involved in bringing them to life. Watch Maya, Grant and Aidan on their website.

Ilion – Wonder Park, Thursday May 2nd @ 2:00pm
Head behind the scenes with the crew from Ilion to discuss production details of the animated feature Wonder Park.

Trixter – Captain Marvel, Friday May 3rd @ 3:15pm
Hear about Trixter’s involvement in Captain Marvel from Dominik Zimmerie including the stunning alien cat “Goose” (we’re biased) along with the wonderful Janelle Croshaw Ralla – this one can’t be missed!

Additionally there will be a Matrix Retrospective, Digital Doug talk with Doug Roble from Digital Domain, a look at the visual effects of Avengers: Endgame and many more exciting talks – check out the full schedule here.

If you’re going to be there reach out and say hi, and enjoy the week!

Yeti 3.0 is here!

We are extremely happy to announce that Yeti 3.0 is available!

It’s been a long time coming and a big thank you to all of the amazing Yeti artists and craftspeople who’ve provided feedback.

As a paid upgrade, any previous Studio license can be upgraded for USD$299 and Studio Render license may be upgrade for USD$169. For a limited time, any 2.x licenses purchased after May 1st 2018 are eligible for free upgrades, please contact our licensing team for more information.

New for Yeti 3.0 is the introduction of the Indie license, this is a more accessible node locked license with basic support but with access to the same full feature set as the Studio version.  Please see the Yeti webpage for the new pricing details.

Studio License – original 1x Interactive and 5x Render floating licenses.

Indie LicenseNEW 1x Interactive and 1x Render node locked license.

This release also sees the introduction of our new Braid geometry, which we think looks pretty cool.

Besides that we’ve introduced

  • Groom Deformation Layers
  • Ability to Scatter on Fibres
  • Refactored Feather Geometry
  • Rebuilt Grooming UI
  • updated Graph editor

and many other great new features – to see them all check out the release notes (and the new documentation too!).

Thank you for all of the continued support!