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Cheap Maya

Overview moujou is the latest product from 2d3, creators of the Emmy award-winning camera tracker, boujou.
moujou is a plug-in for Autodesk.s. Maya., giving you the automatic tracking power of boujou within the Maya interface. It.s quick and easy to use; just load in your shot, hit the .Track it. button, and let moujou do the rest. Get fast and accurate results delivered straight to your scene, letting you spend more time animating and less time tracking.

$24

Overview moujou is the latest product from 2d3, creators of the Emmy award-winning camera tracker, boujou.
moujou is a plug-in for Autodesk.s. Maya., giving you the automatic tracking power of boujou within the Maya interface. It.s quick and easy to use; just load in your shot, hit the .Track it. button, and let moujou do the rest. Get fast and accurate results delivered straight to your scene, letting you spend more time animating and less time tracking.

$24

Glu3D is a shitty rip of Realflow...
Glu3D is a complete plug-in system that makes easy animating liquids in Maya. Glu3D uses particles to simulate the liquid behavior, and a multi-resolution polygonal surface is also generated to display the liquid surface.
Its main features are:
* Particle based dynamic engine that automatically animates liquids that interact with surrounding geometry
* Triangle mesh surface sequence is generated to visualize liquid surface
* Fully integrated in Alias-Maya environment in order to simplify production workflow
* File cache system to store pre-calculated dynamics results
* Fill objects function to speed up scene initial condition setup

$14

Glu3D is a complete plug-in system that makes easy animating liquids in Maya. Glu3D uses particles to simulate the liquid behavior, and a multi-resolution polygonal surface is also generated to display the liquid surface.

$14

AI.implant is a powerful realtime interactive artificial intelligence rnanimation solution that enables digital content creators to create incredibly rnrich AI character interactions, resulting in enhanced realism and immersiveness rnin games, animation and simulation. rn

$29

Alias Maya Plugins (1 cd):
5D Monster Plugins for Maya Fusion
ANIMO INKWORKS V1.1.993 FOR MAYA2.5
Alias Mental Ray 3.3
AnimalLogic MayaMan v1.2.12 for Maya 5
Animation Studios Advanced Skeleton v1.85 for Maya 6
Animation Studios InterActive StoryBoard v1.7 for Maya 6
DEEP PAINT 3D MAYA 3.0 AND MAYA 2.X PLUGIN
Digital Nature Tools 2.1
FORGE FREEFORM V2.10
FerReel Animation Labs - Blast Code 1.02
Greenworks Xfrog 4.2
HyperMatter
Illuminate Labs Turtle 1.0.2
Inkworks v1.1.1004 for Maya v3.0.1
JoeAlter Shave and a Haircut 2.7v25
JoeAlter Shave and a Haircut 2.7v5 for Maya 6.0 LINUX
Lambsoft Move Tools 1.6
Virtual Vertex Muster 1.5.3 for Maya 3
Voice Works v1.0 for MAYA
ZaxWerks Invigorator 2.0

$65

Alias Maya Techniques Maya Fluid Effects (1 dvd)

$24

Learning Maya | The Aesthetics of Cameras is your shortcut to understanding the full potential of working with cameras in 3D space. Learn how to change the mood of a scene by simply changing the placement of your camera. Understand how to apply classic cinematography concepts in 3D and how to get the look you want with simple camera manipulation.
With this DVD, you will discover:
Camera Basics
Camera Attributes
Lenses
Additional Attributes
Film Back Attributes
Moving the Camera
Dolly and Zoom
Film Exposure
Camera Effects
Background Motion Blur
Depth of Field
Fish Eye Lenses
Camera Projection
Finessing Camera Movements
Presenter Biography:
Cathy McGinnis is an Alias Certified Instructor teaching at the Media Design School in Auckland, New Zealand. Prior to moving Down Under, Cathy was a technical product specialist for Alias, specializing in rendering in both Maya and mental ray for Maya. Cathy has been a Maya trainer since the birth of the software and has been a contributor in several Alias publications including Learning Maya 7 | Foundation, and Learning Maya 7 | The Modeling and Animation Handbook, and Learning Maya 7 | The Special Effects Handbook.

$28

Academy Award winning Maya software is the world's most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That's why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to meet the demands of next generation productions.
Features :
- Maya 6.5 Complete
- Maya Fluid effects, Maya Fur, Maya Cloth
- Maya Live, Maya Hair

$39

Academy Award' winning Maya' software is the world's most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That's why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to take their work to meet the demands of next generation productions. Autodesk Toxik is a new way of creating visual effects for film, a catalyst to a new process of media creation. Toxik is a modular software platform featuring integrated enterprise collaboration.

$39

Academy Award. winning Maya. software is the world's most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That.s why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to take their work to meet the demands of next generation productions. Autodesk Toxik is a new way of creating visual effects for film, a catalyst to a new process of media creation. Toxik is a modular software platform featuring integrated enterprise collaboration.

$54

Academy Award' winning Maya' software is the world's most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That's why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to take their work to meet the demands of next generation productions. Autodesk Toxik is a new way of creating visual effects for film, a catalyst to a new process of media creation. Toxik is a modular software platform featuring integrated enterprise collaboration.

$39

Academy Award' winning Maya' software is the world's most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That's why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to take their work to meet the demands of next generation productions. Autodesk Toxik is a new way of creating visual effects for film, a catalyst to a new process of media creation. Toxik is a modular software platform featuring integrated enterprise collaboration.

$39

Academy Award. winning Maya. software is the world's most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That.s why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to take their work to meet the demands of next generation productions. Autodesk Toxik is a new way of creating visual effects for film, a catalyst to a new process of media creation. Toxik is a modular software platform featuring integrated enterprise collaboration.

$49

Alias Wavefront Maya 5 Complete for Mac

$49

Academy Award? winning Maya? software is the world?s most powerfully integrated 3D modeling, animation, effects, and rendering solution. Maya also adds to the quality and realism of 2D graphics. That?s why film and video artists, game developers, visualization professionals, Web and print designers turn to Maya to take their work to the next level.

$54

Alias|Wavefront's Academy Award winning Maya 3D animation and effects software is at the forefront of technological innovation. Its development has been inspired by the film and video artists, computer game developers and design professionals who use it daily to create engaging digital imagery, animation and visual effects.
Included in this release: Setup guides, tutorials, references and much more to make you an expert at this great app.

$39

AdvancedSkeleton Pro is a collection of Maya tools for doing character setup.
Creating a Skeleton Setup for characters that works well, is a big job that includes: 'expressions, constraints and driven keys' as well as 'fitting of the skeleton joints' to the character.
AdvancedSkeleton was designed to do most of this, so you can get your character setup done much faster.
The Main Features of AdvancedSkeleton Pro:
* Pro is not limited to a pre made FitSkeleton, you can create any FitSkeleton you like.
* Pro gets local rotation axis and rotation order from the FitSkeleton, so you can control these.
* Pro lets you go back from AdvancedSkeleton to the FitSkeleton, where you can make changes and then rebuild the AdvancedSkeleton.
* Pro is unlimited in body configurations, 3 heads, 5 legs, 100 fingers, & anything goes.
* Pro has a drag`n`drop `SelectorDesigner`, that lets you easily create custom `Selector` user interfaces.
* Pro also have `PoserDesigner`, that creates UIs for storing and retrieving poses.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.
TSM2 for Maya installs an advanced, elegant, and completely modular body rig with adjustable strechiness, no-pop FK/IK switching on arms, legs, hands, and feet, intelligent isolation of torso and limbs, hyperextension on elbows, knees, and fingers, and other modern rig features. Simply fit the widgets in place, then click once to build and weight an entire rig.
TSM2 for Maya can rig humans, humanoids, and creatures, including fantastic beasts like centaurs and squid. The leg rig includes quadruped leg controls. The tail/tentacle system is easy to manipulate and has adjustable automated lag. Automatic weighting, a unique feature found only in TSM2 for Maya, will save you many hours of tedious weight-painting. The same widgets that build the rig also calculate weighting. An exclusion tool allows you to adjust weighting influences in adjacent areas like fingers and legs.

$14

The Setup Machine 2 for Maya enables Maya users to easily and quickly rig a wide variety of CG characters for film, television, and game animation. With just a few clicks, TSM2 for Maya installs a high-quality skeleton and proxy, adds a control rig, and applies accurate skin weighting to human, animal, and creature models, a task that normally takes anywhere from several hours to several days.

$15

Learning Autodesk Maya | Lighting Learning Autodesk Maya | Lighting is your shortcut to understanding your creative options when working with lights in Maya. Discover the principles behind setting lights and learn how you can quickly and easily affect mood with simple techniques. This DVD will help you understand how to apply classic cinematography concepts in 3D and how to get the look you want with simple lighting manipulations.
With this DVD, you will discover:
The Physiology of Light
Objectives of Lighting
Introduction to the Autodesk Maya Lights
Understanding Lighting in Autodesk Maya
Three-Point Lighting
Quality of Light
Presenter Biography
Cathy McGinnis is an Alias Certified Instructor teaching at the Media Design School in Auckland, New Zealand. Prior to moving down under, Cathy was a technical product specialist for Alias, specializing in rendering in both Maya and mental ray for Maya. Cathy has been a Maya trainer since the birth of the software and has been a contributor to several Alias publications including Learning Maya 7 | Foundation, and Learning Maya 7 | The Modeling and Animation Handbook, and Learning Maya 7 | The Special Effects Handbook Macintosh OS X
Power Macintosh G4, OS 10.3, 10.4, 256MB RAM
Web Browser (Microsoft Internet Explorer 5.2 or later, Netscape 7.1 or later, Safari, Mozilla Firefox 1.0 or later) Apple. QuickTime. Player 6.5 or later
1024 x 768 Screen resolution (Recommended)

$24

2d3 Moujou 1.0 For Maya 6.5
2d3 Moujou 1.0 For Maya 7.0
Alias Mental Ray 3.3 For Maya
Anzovin Studio The Setup Machine 2.0.5 For Maya 7.0
Anzovin The Setup Machine 2.07 For Maya 7.0
Anzovin The Setup Machine 2 2.08 For Maya 7.0
Anzovin The Setup Machine 2 2.08 For Maya 8.0
BodyStudio For Maya v2.6.0.8
Cmuscle System 1.34 For Maya 7 And 8 And 8.5
Cmuscle System 1.34 For Maya 8 And 8.5 / X64
Comet Digital Cmuscle System 1.31 For Maya
Comet Digital Csmart Blend 1.0 For Maya
Cebas finalRender Stage-2 For Maya 7.0
Demolition Software Blast Code 1.5 For Maya 8.0
Digimation MEL Studio Pro 1.1.0 For Maya 7.0
DigitalRaster NEX Alpha 0.9.9.17 For Maya 7 and 8
Greenworks Xfrog 4.170804 For Maya 7.0
Greenworks Xfrog 4.170804 For Maya 7.0.MacOS
Greenworks Xfrog 4.170804 For Maya 8.0
Illuminate Labs Turtle 3.1.0.6 For Maya 8.0
Kolektiv Stroika 3.0.1 For Maya7 Maya8 / Win And Mac Osx
Pixar RenderMan for Maya7.0.v1.1 /x32
Pixar RenderMan for Maya7.0.v1.1 /x64
RadiantSquare Final Rig Pro 2.0 For Maya 7.0
Shave And A Haircut V4.5v6 For Maya 8.0 / X32 And X64
Shave And A Haircut V4.5v6 For Maya 8.5 / X32 And X64
Syflex 3.6 For Maya
T-Splines 1.6b For Maya 8.0
Tsplines 1.6b For Maya8.0 / X64

$85

This group of videos will demonstrate a series of applications of NURBS curves and surfaces through intersecting, detaching and rebuilding, to name a few. These tips are some of the more common aspects of curves and will be useful for beginners to get started in NURBS modeling.
STEP ONE
The first part of the video covers some of the basics of curves, such as intersecting, and rebuilding. These will be demonstrated on simple curves and geometry.
STEP TWO
The second part of the video shows the Boundary Tool, Project Tangent, as well as going over some of the Loft Tool options.
STEP THREE
The third part utilizes Detach Curves to illustrate how we can cut curves using Edit Points.
STEP FOUR
The final part of this video shows how we can create curves from NURBS surfaces using different methods.

$14

There are a number of tips and hidden features in Maya which we will cover in the following videos. They include popup menus and settings in preferences. Take advantage of them to improve your workflow efficiency - and ease.
Rendering Correction
Ever wanted to switch between other applications while you render in Maya - but you end up with a blank white 'freeze' on everything until your render is complete? We have your solution.
Improved Selection
Have a heavy scene and not everything is in an invisible or reference layer? If you have been frustrated with trying to select various pieces of geometry and end up picking something else, simply turn on Popup Menu Selection.
Optimize your Screen
Want more work-space in Maya without some unnecessary menus? Learn how to customize your screen and keep only what you really need.
Popups and Polygon Component Tools
Take advantage or these hotkeys and hidden menus that will speed up your workflow - Select Contiguous Edges, convert your edge selection to other components, and customize your Selection Constrant Tool.
Polygon Popup Menu
This vast hidden feature for Polygon editing will immensely help increase your workflow efficiency. You may not even need to use the hotbox when you edit your polys once you check this feature out!
Other Various Features Take advantage of fast manipulator options tool, double-check a few important notes in your Preferences and perhaps change your UV editing workflow.

$14

Autodesk Maya Techniques | Digital Hair
Autodesk Maya Techniques | Digital Hair is your solution to achieving the best digital hair creations. Digital hair can pose many creative challenges. On the one hand, it should be considered as a whole object, especially when rendering, but on the other hand it consists of a number of individual curves, each with their own defined shape and motion. Working with digital hair requires achieving a balance between these two treatments: whole object and individual curves. This DVD discusses advanced hair techniques at an intermediate level and will discusses such topics as successful creation and growing, tricks for styling, understanding simulation, rendering possibilities and hints, MEL scripts and custom connections. Become a master stylist with Autodesk Maya Techniques | Digital Hair
With this DVD, you will understand:
Successful Hair Creation
1.Hair stiffness
2.Hair styling (Manual and Dynamic)
Visualization tricks
1.Hair density
2.Faking density
Hardcore Tricks
1.Cutting hair
2.Color
3.Tweaking the hair system after caching
4.Flying hair
Rendering Hair
Presenter Biography
Sergey Tsyptsyn is a Maya instructor from Moscow, Russia. He has been working with Maya since the initial release and has spent most of his time as Maya Instructor, teaching students various Maya techniques. He also freelances as a consultant and technical director for various projects and studios in Russia. Sergey also contributes his expertise to scientific research at the Moscow University, specifically complex 3d-data visualization and OpenGL programming. He is currently working on an apocrypha book about Autodesk Maya software.

$29

Academy Award-winning Autodesk Maya software is a powerfully integrated 3D modeling, animation, effects, and rendering solution. Based on an open architecture, all your work can be scripted or programmed using an embedded scripting language and a well-documented and comprehensive Application Program Interface (API) enabling you to realize your creative vision. Autodesk Maya is used by film and video artists, game developers, design visualization professionals, and students to create engaging, lifelike digital images, realistic animation, and extraordinary visual effects.

$59

Academy Award.-winning Autodesk. Maya. software is a powerfully integrated 3D modeling, animation, effects, and rendering solution. Based on an open architecture, all your work can be scripted or programmed using an embedded scripting language and a well-documented and comprehensive Application Program Interface (API) enabling you to realize your creative vision. Autodesk Maya is used by film and video artists, game developers, design visualization professionals, and students to create engaging, lifelike digital images, realistic animation, and extraordinary visual effects.

$59

Academy Award-winning Autodesk Maya software is a powerfully integrated 3D modeling, animation, effects, and rendering solution. Based on an open architecture, all your work can be scripted or programmed using an embedded scripting language and a well-documented and comprehensive Application Program Interface (API) enabling you to realize your creative vision. Autodesk Maya is used by film and video artists, game developers, design visualization professionals, and students to create engaging, lifelike digital images, realistic animation, and extraordinary visual effects.

$65

Academy Award -winning Autodesk Maya software is a powerfully integrated 3D modeling, animation, effects, and rendering solution. Based on an open architecture, all your work can be scripted or programmed using an embedded scripting language and a well-documented and comprehensive Application Program Interface (API) enabling you to realize your creative vision. Autodesk Maya is used by film and video artists, game developers, design visualization professionals, and students to create engaging, lifelike digital images, realistic animation, and extraordinary visual effects.

$59

Academy Award--winning Autodesk Maya software is a powerfully integrated 3D modeling, animation, effects, and rendering solution. Based on an open architecture, all your work can be scripted or programmed using an embedded scripting language and a well-documented and comprehensive Application Program Interface (API) enabling you to realize your creative vision. Autodesk Maya is used by film and video artists, game developers, design visualization professionals, and students to create engaging, lifelike digital images, realistic animation, and extraordinary visual effects.

$61

Award-winning Autodesk Maya software is a powerful, integrated 3D modeling, animation, effects and rendering solution. Because Maya is based on an open architecture, all your work can be scripted or programmed using a well-documented and comprehensive API (Application Program Interface), or one of two integrated scripting languages. This, combined with an industry-leading suite of 3D tools, means Maya enables you to realize your creative ideas.

$61

Release Notes:
Blast Code is designed for the destruction of objects. Its highly interactive design greatly reduces the time needed to develop totally unique blast scenarios. Blast Code provides animators the ability to test a multitude of destruction scenarios, and quickly make adjustments to any part of the simulation.
Blast Code Operation
1. Blast Code models are manipulated through NURBs control surfaces. Control surfaces are used to convey deformation information to geometry attached to them. They are usually not part of the rendered scene.
2. The geometry making up the model to be blasted is produced by either:
* Converting the control surfaces into fracturable meshes. (Slabs)
* Creating fracturable sweeps along NURBs curves. (Sweeps)
* Attaching pre-existing geometric objects (NURBs or meshes) to the control surfaces. (Glue Objects)
3. Fragmentation is achieved using random or custom crack patterns.
4. Virtual destructive energy sources called explosives are attached to the control surfaces, and are used to fragment the models into debris. Debris is jettisoned from the control surface based on the force and direction of the charge and its type of material.
5. Dynamics are then added to the debris to achieve the resulting flight trajectory and collision characteristics.
6. Finally, optional smoke or fire is added using the built-in particle emitters.
This method has proven to be very fast and effective in producing complex simulations, and remains very flexible when modifying any part of the simulation.
Working note:
Though Blast Code didn't mention it, the release of Februari 27th 2007 has some bug fixes compared to earlier releases of v1.5 and is 100% working now. So here's the new version with fresh bazuka made cracks.

$14

Release Notes:
** About the last release which apparently did not work on some systems , sorry, so enjoy the repack **
finalRender Stage-2 is and advanced rendering system that offers the latest, state of the art rendering technology integrated into different platforms. As a standalone product it can be used with multiple applications, however each integration still has some modifications and differences specific to the target application.
Features:
* Full Support for Maya 6.5
* Full Support for Maya 7
* Full Support for Maya 8
* Full Support for Maya 8.5
* 32-Bit Support
* Advanced Texture Baking
* Ultra Fast Flicker Free GI
* Maya Shading Network Support
* finalRender Stage-2 Shader SDK (optional)
* True Distributed Network Rendering
* High Resolution Bitmap Rendering 20k and bigger
* OpenEXR support
* RPF and RLA support
* Photometric Light Support
* True Area Shadow Support
* Real Area Light Support
* Network Rendering Supported
* Particle Rendering
* Advanced Caustic Rendering Effects
* Highly Optimized Skin Shader Included
* Special Multi-Million Polygon Rendering Mode
* Automatic and Scene dependent Raytracing Optimization
* Multiple Real World Cameras to Choose from
* True Micro Triangle Displacement Support
* Advanced and Fast Nurbs Tessellation
* Sub Division Surfaces at Render time

$24

Release Notes:
finalRender Stage-2 is and advanced rendering system that offers the latest, state of the art rendering technology integrated into different platforms. As a standalone product it can be used with multiple applications, however each integration still has some modifications and differences specific to the target application.
Features:
* Full Support for Maya 8
* Full Support for Maya 8.5
* 64-Bit Support
* Advanced Texture Baking
* Ultra Fast Flicker Free GI
* Maya Shading Network Support
* finalRender Stage-2 Shader SDK (optional)
* True Distributed Network Rendering
* High Resolution Bitmap Rendering 20k and bigger
* OpenEXR support
* RPF and RLA support
* Photometric Light Support
* True Area Shadow Support
* Real Area Light Support
* Network Rendering Supported
* Particle Rendering
* Advanced Caustic Rendering Effects
* Highly Optimized Skin Shader Included
* Special Multi-Million Polygon Rendering Mode
* Automatic and Scene dependent Raytracing Optimization
* Multiple Real World Cameras to Choose from
* True Micro Triangle Displacement Support
* Advanced and Fast Nurbs Tessellation
* Sub Division Surfaces at Render time

$24

The Comet Muscle System, or "cMuscleSystem" is a plug-in suite for Maya that provides a high-quality and affordable alternative to standard Maya skin deformation as well as other powerful features. Muscle deformation and skin deformation are provided including both true sticky and sliding effects, skin jiggle, and relax/wrinkle type effects.

$19

The Comet Muscle System, or "cMuscleSystem" is a plug-in suite for Maya that provides a high-quality and affordable alternative to standard Maya skin deformation as well as other powerful features. Muscle deformation and skin deformation are provided including both true sticky and sliding effects, skin jiggle, and relax/wrinkle type effects.

$19

The Comet Muscle System, or "cMuscleSystem" is a plug-in suite for Maya that provides a high-quality and affordable alternative to standard Maya skin deformation as well as other powerful features. Muscle deformation and skin deformation are provided including both true sticky and sliding effects, skin jiggle, and relax/wrinkle type effects.
The entire plug-in suite contains three deformers, five helper nodes and six new API MEL commands. Combined, these tools create one of the most powerful high end muscle solutions commercially available. In addition, the entire toolset is flexible enough to be used for other setup and rigging purposes such as creating spline based rigs, generic jiggle effects or point caching. Many features can be used independently on any object, even if you are not doing muscle deformation.
The entire muscle system can be applied above existing Maya skinClusters for limited functionality. In addition, the plug-in provides an automated way to easily convert or replace existing Maya skinCluster deformed objects to the Comet Muscle System. This gives you a quick and easy way to utilize existing work, adding the full power of the cMuscleSystem toolset.

$19

The Comet Muscle System, or "cMuscleSystem" is a plug-in suite for Maya that provides a high-quality and affordable alternative to standard Maya skin deformation as well as other powerful features. Muscle deformation and skin deformation are provided including both true sticky and sliding effects, skin jiggle, and relax/wrinkle type effects.
The entire plug-in suite contains three deformers, five helper nodes and seven new API MEL commands. Combined, these tools create one of the most powerful high end muscle solutions commercially available. In addition, the entire toolset is flexible enough to be used for other setup and rigging purposes such as creating spline based rigs, generic jiggle effects or point caching. Many features can be used independently on any object, even if you are not doing muscle deformation.
The entire muscle system can be applied above existing Maya skinClusters for limited functionality. In addition, the plug -in provides an automated way to easily convert or replace existing Maya skinCluster deformed objects to the Comet Muscle System. This gives you a quick and easy way to utilize existing work, adding the full power of the cMuscleSystem toolset.

$19

The Comet Muscle System, or "cMuscleSystem" is a plug-in suite for Maya that provides a high-quality and affordable alternative to standard Maya skin deformation as well as other powerful features. Muscle deformation and skin deformation are provided including both true sticky and sliding effects, skin jiggle, and relax/wrinkle type effects.
The entire plug-in suite contains three deformers, five helper nodes and seven new API MEL commands. Combined, these tools create one of the most powerful high end muscle solutions commercially available. In addition, the entire toolset is flexible enough to be used for other setup and rigging purposes such as creating spline based rigs, generic jiggle effects or point caching. Many features can be used independently on any object, even if you are not doing muscle deformation.
The entire muscle system can be applied above existing Maya skinClusters for limited functionality. In addition, the plug -in provides an automated way to easily convert or replace existing Maya skinCluster deformed objects to the Comet Muscle System. This gives you a quick and easy way to utilize existing work, adding the full power of the cMuscleSystem toolset.

$24

cSmartBlend is a Maya plug-in that lets modelers and rigging artists easily create partial object based deformation and create/update morph targets when topology on the mesh changes. At it's core, cSmartBlend was designed to allow for easy manipulation and blendshape driving of a partial/chopped mesh driving a seamless full body mesh. For example with cSmartBlend you can cut off the head of your character, make morph targets for the head, and then use the cSmartBlend deformer to drive the deformation of the chopped head back into the full res character.
In addition, cSmartBlend can handle not only cut off geometry with similar points, but even totally new or different topology. This means that you can safely make model changes, and then use cSmartBlend to re-create existing morph targets that will now be compatible with the new mesh. For example, if you have several morph targets made for a mesh, then decide you need to add or remove geometry on the mesh, say to add a new edge loop around the mouth, you can use cSmartBlend to automatically create new targets that also have this new topology added.

$24

Creating realistic particle simulations and effects has never been easier! "Intermediate: RealFlow and Maya Integration" equips you with 4 hours of project-driven training for creating highly photorealistic liquid and dynamic simulations using time-saving tips and techniques. Perfect for new and experienced users seeking to integrate RealFlow into their pipeline - a free trial of RealFlow is included, allowing you immediate access to expand your skills and explore its integration.
"Intermediate: RealFlow and Maya Integration" focuses on integrating the ground-breaking particle-based fluid simulation technology developed by Next Limit and the powerful capabilities of Maya and mental ray. Each interactive lesson is presented in clear and easy to follow steps, designed to save you time and increase your productivity. Popular topics covered in "Intermediate: RealFlow and Maya Integration" include: importing geometry from Maya to RealFlow, effectively using of Daemons in RealFlow, advanced mesh generation, keyframing in RealFlow, using particle and mesh loaders in Maya, exporting particles and meshes to Maya from RealFlow, scene setup in Maya, using mental ray materials, using Photons, caustics in mental ray, particle expressions, and several additional lessons designed to evolve your understanding of RealFlow and it's integration with Maya.

$28

NEX v1.0 is a plugin for Maya that brings a new level of efficiency to the modeling process. NEX is all about increasing integration and interactivity.
Increasing Integration
Switching between tools takes extra time, and generally takes the artist out of their flow. The idea behind NEX is to keep tool switchin to an absolute minimum. Functions that are commonly used together, such as pick selection, marquee selection, Loop/Ring selection, translation along normals, soft modifications, raycast selection, Extrude, Bevel, and even sliding can all be done within one tool.
Increasing Interactivity
Guesswork leads only to mistakes and frustration, so the concept of previewing is used liberally throughout NEX. Just about all of its features allow you to see what will happen before you actually make it happen.

$14

NEX v1.0 is a plugin for Maya that brings a new level of efficiency to the modeling process. NEX is all about increasing integration and interactivity.
Increasing Integration
Switching between tools takes extra time, and generally takes the artist out of their flow. The idea behind NEX is to keep tool switchin to an absolute minimum. Functions that are commonly used together, such as pick selection, marquee selection, Loop/Ring selection, translation along normals, soft modifications, raycast selection, Extrude, Bevel, and even sliding can all be done within one tool.
Increasing Interactivity
Guesswork leads only to mistakes and frustration, so the concept of previewing is used liberally throughout NEX. Just about all of its features allow you to see what will happen before you actually make it happen.

$14

Blast Code "Megaton" combines all the tools necessary to create stunning demolition effects.
In addition to all the standard features, Blast Code "Megaton" contains slabs, sweep, and details. Slabs are the direct conversion of NURBs surfaces into meshes and contain the following properties:
* Hard slabs do not bend, and will break apart in a brittle manner similar to brick, ceramic, or glass. * Soft slabs will bend and deform similar to metal or plastic, and will tear apart. * Fragmentation of slabs is achieved by applying random or custom crack patterns. Random patterns are achieved through texture maps, while custom crack patterns are hand drawn. * Includes built-in brick fracture algorithm. * Easily adjustable texture UV coordinates. * Slabs can contain simple polygons that are derived from the outlines of all the fragments, or can be evenly quadrangulated for smoother higher precision meshes.
Sweeps are fracturable extrusions and are used to create boards, pipe, wire, or any other swept surface. They contain the following properties:
* Created by extruding a NURBs profile curve along a path curve. * Easily adjustable texture UV coordinates. * Sweeps can bend away from control surfaces or lie on top. * Capable of animated recoil after snapping apart. * Adjustable surface sub-division to help create smoother bends or extra fracture points. * Random fracture cuts or specific first, second, and third cuts.
Details are used to attach additional objects to a blast control surface. They can consist of ornaments, additional debris or set dressings. Details are also used with mesh models that are not easily converted to NURBs. In this case, pre-fractured parts of a model can be attached to a control surface to simplify their animation. Details contain the following properties:
* Can be mesh or NURBs objects
* Capable of taking advantage of both the particle and rigid body solvers. * Can be adjusted or moved at any time.
Blast Code Megaton, the only tool set of its kind in existence!

$24

Fluid dynamics are rapidly becoming a powerful alternative to particle effects. In the first lecture of this series, effects animator David Schoneveld introduces you to the rules of fluid production, showing how Maya Fluid Effects can be used for everything from smoke, dust and explosions, to underwater plane crashes and more. David details the fluid menu, emitter and container attributes, as well as shading and texturing, while conveying an understanding of the dynamic attributes of fluid dynamics and their uses in production. The lesson also details the basics of ponds, emphasizing an understanding of the fluid shader and texture controls.
Over 2 1/2 hours of lecture.

$24

ILLUMINATE LABS TURTLE 1.0.2 for MAYA 5 and 6

$14

Illuminate Labs develops and markets rendering technology for CGI, design visualization and digital content creation. Turtle. is the first product from Illuminate Labs - a radically faster rendering software for the Maya. animation software.

$14

Illuminate Labs Turtle 1.1.5.2 For Maya 6 And 6.5

$14

Turtle 2 is a radically faster photorealistic renderer that is fully integrated with Maya. Turtle 2 is based on the second generation LiquidLight. rendering technology, which provides the user with superior rendering performance while still being easy to use.
Turtle is well known for its speed, ease-of-use and quality. Sony, Nintendo, Electronic Arts, Lockheed Martin and others have created world class CG productions with Turtle since 2003.

$14

A Brand New Turtle : Turtle 3
Turtle 3 is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, we can now treat standard rendering and baking in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.
Render View baking
Baking in the viewport gives you direct feedback. The ability to super sample, region bake, and use all the other features that used to be only available for rendering, gives you a faster and easier workflow. With Turtle, you know exactly what you produce and how it will look.
Turtle Mapper
The Surface Transfer in Turtle 3 takes normal mapping to the next level. This tool can generate high quality maps from complex models in just a few clicks. The Surface Transfer function can generate normal, ambient occlusion, light, and other maps to match the high standards required by next generation console development. The user-friendly interface and instant viewport previewing enable a high degree of fine-tuning and experimentation, helping you to get just the right look for your production.

$14

Turtle 3 is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle?s render features.

$14

Release Notes:
Turtle 3 is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset. By integrating the baking functions into the core of Turtle, we can now treat standard rendering and baking in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features
*Render View baking
Baking in the viewport gives you direct feedback. The ability to super sample, region bake, and use all the other features that used to be only available for rendering, gives you a faster and easier workflow. With Turtle, you know exactly what you produce and how it will look.
*Turtle Mapper
The Surface Transfer in Turtle 3 takes normal mapping to the next level. This tool can generate high quality maps from complex models in just a few clicks. The Surface Transfer function can generate normal, ambient occlusion, light, and other maps to match the high standards required by next generation console development. The user-friendly interface and instant viewport previewing enable a high degree of fine-tuning and experimentation, helping you to get just the right look for your production
*Polynomial Texture Mapping (PTM)
PTM is a new method for increasing the photorealism of texture maps. Turtle 3 can create PTMs from any surface by creating a virtual light rig. Polynomial Texture Maps are easy to use in real time applications such as games and contain information about self-shadowing from any angle. PTMs can also capture certain sub/surface scattering effects
Whats New in Turtle v3.1.0.6, svn 2863:
Added support for alpha in hwBakeVisualizer.
Added alpha support in psd file texture.
Added getTangentU getTangentV support to LUA.
Fixed missing flags in the command line parser.
Support for directional occlusion in occsampler.
Support for directional occlusion in hw visualizer.
Added -texturecachepath to cmdline.
Made the license checking order smarter (render nodes always prefers render node licenses)
** This version is for Maya 7 and 8 32bit Only **

$14

Turtle 3 is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle?s render features.

$14

Turtle - Baking and rendering for Maya
Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$14

Turtle - Baking and rendering for Maya
Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$14

Turtle - Baking and rendering for Maya
Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$14

Release Notes:
Turtle - Baking and rendering for Maya
Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$14

Release Notes:
Turtle - Baking and rendering for Maya
Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$14

Release Notes:
Turtle - Baking and rendering for Maya
Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$14

Turtle is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, standard rendering and baking can be handled in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle render features.

$17

Release Notes:
Turtle 3 is the only product on the market that combines advanced rendering technology with sophisticated baking functionality in one integrated toolset.
By integrating the baking functions into the core of Turtle, we can now treat standard rendering and baking in the same way. For you, this means a better workflow while baking and the ability to bake with all of Turtle.s render features.

$19

Easily learn several modeling techniques and a customizable workflow to modeling in Maya with over 5 hours of project-based training. Great for new and beginning artists.

$24

Shave and a Haircut Summary of Features
# Spline based method of creating hair - "Shave and a Haircut for 3ds max" incorporates a familiar spline-based method for creating hair, whereby `guides' are created to control the location and density of generated hair.
# Embedded dynamics - The `Shave' dynamics engine is embedded in the `Shave' guides, which allows artists greater flexibility in controlling hair motion. Once a guide has been animated, the corresponding hairs react accordingly, removing the need for cumbersome transformations. `Shave' dynamics are extremely fast, with results displayed in real-time or near real-time in all but the most complex scenes.
# Combing/styling interface - "Shave and a Haircut for 3ds max" features a dedicated Open GL-accelerated interface that is extremely fast and with unprecedented control for styling and cutting hair. The `Shave' combing/styling interface is best described as a grooming tool, as opposed to the `mechanical' interface found in other hair solutions on the market.
# Displacement parameters - enable complex hair effects creation, so that the artist has the ability to simulate complex hair states that are typically very difficult to model, such as wetness and frizz.
# Density equalizer - The `Shave' density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, a uniform distribution of hair as a base line results. Hair density is modified by assigning maps and shaders to the density channel. Unlike other solutions `Shave' does a world-space barycentric lookup whereby `Shave' does not require special UV's and will work on polygons, nurbs, or any other type of surface emitter.
# Fully mappable - The parameters in `Shave' are mappable, allowing the artist to apply texture maps or procedural maps on nearly every parameter. This includes mapping to dynamics parameters, for instance, on parameters such as Stiffness or Dampening.

$24

Shave's integration into Maya is so smooth, that you might just think it's just a 'plugin'. It is not. It is a complete modeler, a full dynamics simulation system, it is a complete renderer, and it is a compositor. Most 'plugin's that have such deep integration are entirely closed systems, and make you do everything their way, or the highway. Highend companies want more.
FEATURES
Every hair solution has to deal with rendering. Although we give our renderer away with the base license, we don't skimp on rendering.
Superior Self and Cast Shadows - "Deep Accumulation"
Shave renders a Deep Accumulation for all shadows. This means several things. With Shave's Deep Accumulation, light filters into the hair mass, creating a natural softness that you just can't achieve with a Z-buffer. This lighting model much more naturally emulates the way light interacts with hair, and has much the same effect as Pixar's Deep Shadow method.
Integrates with Maya's render
Shave's render, integrates tightly with Maya's own. Not only does it match camera, aspect ratio, aperature, etc.. but it also works with Maya 2D post process effects like depth of field, and fog . Additionally, if you want to render the hair -with- Maya's render (or any render for that matter) you can
just turn on 'polygonal model' hair generation.
Not Just for Hair and Grass
With shave, you can actually replace hair geometry with anything you can model. This feature, called 'Instancing', allows you to grow things like trees, leaves, cows ... anything.
COMBING
Shave works from a 3 dimensional flow feild bounded by something called 'hair guides' (left). When guides are emmitted from a surface (nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emmiting surface. They define the general shape of the hair.
The actual hair can be previewed at lower counts in the viewer, is an even distribution accross the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation ot the guides, then displaced by parameters suchas 'kink' and 'frizz'.
Creating so many guides assures good local control on hair shape, and steady dynamics. But controling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing.
DYNAMICS
Shave's guides have our dynamics engine built in.. To create dynamic hair with Shave, you point and click.
Each and every hair guide you create with Shave is a dynamic, bi-directional, gimbal lock free, dynamic chain. Dynamic properteies can be set with sliders and panels, but can -also- be painted with wieghtmaps and textures.

$24

Shave's integration into Maya is so smooth, that you might just think it's just a 'plugin'. It is not. It is a complete modeler, a full dynamics simulation system, it is a complete renderer, and it is a compositor. Most 'plugin's that have such deep integration are entirely closed systems, and make you do everything their way, or the highway. Highend companies want more.
FEATURES
Every hair solution has to deal with rendering. Although we give our renderer away with the base license, we don't skimp on rendering. Superior Self and Cast Shadows - "Deep Accumulation" Shave renders a Deep Accumulation for all shadows. This means several things. With Shave's Deep Accumulation, light filters into the hair mass, creating a natural softness that you just can't achieve with a Z-buffer. This lighting model much more naturally emulates the way light interacts with hair, and has much the same effect as Pixar's Deep Shadow method. Integrates with Maya's render Shave's render, integrates tightly with Maya's own. Not only does it match camera, aspect ratio, aperature, etc.. but it also works with Maya 2D post process effects like depth of field, and fog . Additionally, if you want to render the hair -with- Maya's render (or any render for that matter) you can just turn on 'polygonal model' hair generation.
Not Just for Hair and Grass
With shave, you can actually replace hair geometry with anything you can model. This feature, called 'Instancing', allows you to grow things like trees, leaves, cows ... anything.
COMBING
Shave works from a 3 dimensional flow feild bounded by something called 'hair guides' (left). When guides are emmitted from a surface (nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emmiting surface. They define the general shape of the hair. The actual hair can be previewed at lower counts in the viewer, is an even distribution accross the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation ot the guides, then displaced by parameters suchas 'kink' and 'frizz'. Creating so many guides assures good local control on hair shape, and steady dynamics. But controling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing.
DYNAMICS
Shave's guides have our dynamics engine built in.. To create dynamic hair with Shave, you point and click. Each and every hair guide you create with Shave is a dynamic, bi-directional, gimbal lock free, dynamic chain. Dynamic properteies can be set with sliders and panels, but can -also- be painted with wieghtmaps and textures.

$24

Shave's integration into Maya is so smooth, that you might just think it's just a 'plugin'. It is not. It is a complete modeler, a full dynamics simulation system, it is a complete renderer, and it is a compositor. Most 'plugin's that have such deep integration are entirely closed systems, and make you do everything their way, or the highway. Highend companies want more.
FEATURES
Every hair solution has to deal with rendering. Although we give our renderer away with the base license, we don't skimp on rendering. Superior Self and Cast Shadows - "Deep Accumulation" Shave renders a Deep Accumulation for all shadows. This means several things. With Shave's Deep Accumulation, light filters into the hair mass, creating a natural softness that you just can't achieve with a Z-buffer. This lighting model much more naturally emulates the way light interacts with hair, and has much the same effect as Pixar's Deep Shadow method. Integrates with Maya's render Shave's render, integrates tightly with Maya's own. Not only does it match camera, aspect ratio, aperature, etc.. but it also works with Maya 2D post process effects like depth of field, and fog . Additionally, if you want to render the hair -with- Maya's render (or any render for that matter) you can just turn on 'polygonal model' hair generation. Not Just for Hair and Grass With shave, you can actually replace hair geometry with anything you can model. This feature, called 'Instancing', allows you to grow things like trees, leaves, cows ... anything.
COMBING
Shave works from a 3 dimensional flow feild bounded by something called 'hair guides' (left). When guides are emmitted from a surface (nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emmiting surface. They define the general shape of the hair. The actual hair can be previewed at lower counts in the viewer, is an even distribution accross the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation ot the guides, then displaced by parameters suchas 'kink' and 'frizz'. Creating so many guides assures good local control on hair shape, and steady dynamics. But controling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing.
DYNAMICS
Shave's guides have our dynamics engine built in.. To create dynamic hair with Shave, you point and click. Each and every hair guide you create with Shave is a dynamic, bi-directional, gimbal lock free, dynamic chain. Dynamic properteies can be set with sliders and panels, but can -also- be painted with wieghtmaps and textures.

$24

Shave's integration into Maya is so smooth, that you might just think it's just a 'plugin'. It is not. It is a complete modeler, a full dynamics simulation system, it is a complete renderer, and it is a compositor. Most 'plugin's that have such deep integration are entirely closed systems, and make you do everything their way, or the highway. Highend companies want more.
FEATURES
Every hair solution has to deal with rendering. Although we give our renderer away with the base license, we don't skimp on rendering. Superior Self and Cast Shadows - "Deep Accumulation" Shave renders a Deep Accumulation for all shadows. This means several things. With Shave's Deep Accumulation, light filters into the hair mass, creating a natural softness that you just can't achieve with a Z-buffer. This lighting model much more naturally emulates the way light interacts with hair, and has much the same effect as Pixar's Deep Shadow method. Integrates with Maya's render Shave's render, integrates tightly with Maya's own. Not only does it match camera, aspect ratio, aperature, etc.. but it also works with Maya 2D post process effects like depth of field, and fog . Additionally, if you want to render the hair -with- Maya's render (or any render for that matter) you can just turn on 'polygonal model' hair generation. Not Just for Hair and Grass With shave, you can actually replace hair geometry with anything you can model. This feature, called 'Instancing', allows you to grow things like trees, leaves, cows ... anything.
COMBING
Shave works from a 3 dimensional flow feild bounded by something called 'hair guides' (left). When guides are emmitted from a surface (nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emmiting surface. They define the general shape of the hair. The actual hair can be previewed at lower counts in the viewer, is an even distribution accross the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation ot the guides, then displaced by parameters suchas 'kink' and 'frizz'. Creating so many guides assures good local control on hair shape, and steady dynamics. But controling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing.
DYNAMICS
Shave's guides have our dynamics engine built in.. To create dynamic hair with Shave, you point and click. Each and every hair guide you create with Shave is a dynamic, bi-directional, gimbal lock free, dynamic chain. Dynamic properteies can be set with sliders and panels, but can -also- be painted with wieghtmaps and textures.

$24

Shave's integration into Maya is so smooth, that you might just think it's just a 'plugin'. It is not. It is a complete modeler, a full dynamics simulation system, it is a complete renderer, and it is a compositor. Most 'plugin's that have such deep integration are entirely closed systems, and make you do everything their way, or the highway. Highend companies want more.
FEATURES
Every hair solution has to deal with rendering. Although we give our renderer away with the base license, we don't skimp on rendering. Superior Self and Cast Shadows - "Deep Accumulation" Shave renders a Deep Accumulation for all shadows. This means several things. With Shave's Deep Accumulation, light filters into the hair mass, creating a natural softness that you just can't achieve with a Z-buffer. This lighting model much more naturally emulates the way light interacts with hair, and has much the same effect as Pixar's Deep Shadow method. Integrates with Maya's render Shave's render, integrates tightly with Maya's own. Not only does it match camera, aspect ratio, aperature, etc.. but it also works with Maya 2D post process effects like depth of field, and fog . Additionally, if you want to render the hair -with- Maya's render (or any render for that matter) you can just turn on 'polygonal model' hair generation. Not Just for Hair and Grass With shave, you can actually replace hair geometry with anything you can model. This feature, called 'Instancing', allows you to grow things like trees, leaves, cows ... anything.
COMBING
Shave works from a 3 dimensional flow feild bounded by something called 'hair guides' (left). When guides are emmitted from a surface (nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emmiting surface. They define the general shape of the hair. The actual hair can be previewed at lower counts in the viewer, is an even distribution accross the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, then displaced by parameters suchas 'kink' and 'frizz'. Creating so many guides assures good local control on hair shape, and steady dynamics. But controling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing.
DYNAMICS
Shave's guides have our dynamics engine built in.. To create dynamic hair with Shave, you point and click. Each and every hair guide you create with Shave is a dynamic, bi-directional, gimbal lock free, dynamic chain. Dynamic properteies can be set with sliders and panels, but can -also- be painted with wieghtmaps and textures.

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

In Production :
"Charlotte's Web","Into the West", "King Kong", "Moongirl", "Ultraviolet","Underworld:Evolution"
"Overall, Shave and a Haircut 4 has been vastly improved and kicks Maya Fur in the metaphorical groin" -Gary Noden
3D World July 2006 - rating 9/10
"We think your software is really cool. We can do incredible things with it that we wouldn't have dared to do before. Nice Work!"
-David Ostler
Weta Digital
"Shave is an excellent solution for very realistic hair"
-Darren Pattenden
Electronic Arts

$24

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Easy to Use ..
The above image is a normal Attribute Editor Presets window with some of the presets we include. These swatches get rendered for you whenever you save a preset.
So Real..
Not Just for Hair and Grass You can actually replace hairs with any geometry you can model.
Integrates with Maya's render and 2D post effects Shave's render, built into a volumetric plug-in, obviously integrates tightly with Maya's own. Unlike Maya Fur, it even supports objects with transparency Additionally, it integrates with Maya 2D post process effects like depth of field.
Ray Trace Effects with the Maya render (and other neat tricks) Additionally, if you want to render the secondary rays with Maya's render, we handle that as well. Just turn the option on and adjust the detail level. You'll actually see ray traced cast shadows and hair will show up reflections and refractions.
Go Texture CRAAZY ..
The above swatches are just a few of Maya's procedurals applied to various channels, the combinations are limitless. You can also (obviously) paint these textures too. Even animate them.
Texturing your hairy object all happens inside Maya, You can apply any kind of 2D/3D shader to almost any channel, you can apply textures, even separate UV sets. You can Even texture dynamics properties like Stiffness or Dampening.
DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush tool, you can apply displacement parameters which can have a great deal of effect on the hair's look. Using mult/splay/friz/kink we make the same set of hair go from wet to dry in the above sample.
GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by something called 'hair guides' (left). When guides are emitted from a surface ( nurb or poly), a whole field of them are created. The number of guides relate directly to the number of CV's in the emitting surface. They define the general shape of the hair.
The actual hair (right), which can be previewed at lower counts in the viewer, is an even distribution across the emission surface, and has nothing to do with how many guides you have. Initially the hair is grown as a straight interpolation of the guides, and then displaced by parameters such as 'kink' and 'frizz'.
SMOOTH DENSITY
Our density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, you still get a uniform distribution of hair as a base line. If you want to fiddle with that balance you can assign maps and shaders to our density channel. Unlike other solutions, we do a world-space barycentric lookup, which is just a fancy way of saying it doesn't require special UV's and will work on polygons, nurbs , or any other type of surface emitter.
SPLINE MODE
An other types of guides are ' spline guides'. For each Maya spline you select, Shave creates a duplicate guide. Hair is then evenly interpolated between the guides (above) , interpolation can be turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and . recomb ', brushing along complicated contours is as easy as petting a dog (the above example was just a few interactive strokes of the tool).
STYLING INTERFACE
Creating so many guides assures good local control on hair shape, and steady dynamics. But controlling and combing so many guides comes with it's challenges too, which is why we include a custom interface just for combing. Each little guide is actually a kinematic chain, it can either be modeled into place, it can be just sha ken around, or it can be dragged en-masse with a soft hairbrush tool.
Shave's guides have our dynamics engine built in . From the moment you create a guide you can dynamically grab it, move it, shake it around... no complicated mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly from the skin of your critter, NOT from general transformation. This means that if you morph, move, or deform - the dynamics of the hair that is emitted from that surface will accurately reflect the resultant motion.
Integrated Surface Collision Engine Shave's dynamics engine also includes full, lightning fast, surface collision.
Forces
We actually utilize Maya's own force fields and add them into ours.
Dynamic Constraints
In addition to letting hair flow free, you can also constrain any guide vertex to the orientation of a surface. This is not only useful for doing things like making pony-tails, but is also a powerful modeling too for things like braids. You can bend shave's hair into any shape you can model.

$25

Release Notes:
Summary
Stroika is a collection of plug-ins designed to create procedural effects. Tightly integrated with Maya's shading network paradigm and optimized to work with thousands of objects, Stroika empowers artists and TD's to create complex procedural effects using familiar paradigms.
# Sampler Deformer
# Flow Field
# Shading Field
# Sampler Emitter
# Speed Limit Field
# Neighbour Field
# Fluid Sampler Emitter
Platforms: Maya 7.0, 8.0, 8.5 Win32/64

$14

Pipeline Techniques | Maya and Alias MotionBuilder
Pipeline Techniques | Maya and Alias MotionBuilder is your shortcut to making the best decisions when setting up your production pipeline. Making the right decisions from the beginning can help you avoid costly or time-consuming issues later on. This DVD will help you explore a sample production from the early modeling stages through the complete production cycle. Make the best use of the greatest strengths of both Maya and MotionBuilder and learn how both tools can help you meet your unique requirements. You'll understand the advantages of both applications and how you can determine your workflows to better utilize them. You will learn how to:
Maya
- Modeling
- Rigging
- Naming Conventions
- Texturing
- Exporting
Alias MotionBuilder
- Setting up your Character
- Motion Capture
- Setting up the Rig
- Keyframing and Layers
Maya
- Importing the Data
- Workarounds
- The rest of the Pipeline
ISBN: 1-894893-97-2
Skill Level: Intermediate
Module: Animation
Format: DVD , 118min.
Date Published: March 2005
Find here and Download Computing & Internet Ebooks - Peachpit Press Maya 6 for Windows and Macintosh Visual QuickStart Guide Nov 2004

$24

Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.
RenderMan Artist Tools
Pixar's advanced suite of tools that provide an customizable render pipeline between Maya and RenderMan.

$39

Notes:
the i386 stands for the version optimized for Intel Pentium 3 and AMD Athlon CPUs, so the i686 for Intel Pentium 4 / Xeon, and AMD Opteron CPUs. The "i386" versions will run on all platforms, whereas the "i686" versions will only run on SSE2-compatible hardware.
---------------------------------------------------------
Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.

$39

Notes:
the i386 stands for the version optimized for Intel Pentium 3 and AMD Athlon CPUs, so the i686 for Intel Pentium 4 / Xeon, and AMD Opteron CPUs. The "i386" versions will run on all platforms, whereas the "i686" versions will only run on SSE2-compatible hardware.
---------------------------------------------------------
Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.

$39

Notes:
the i386 stands for the version optimized for Intel Pentium 3 and AMD Athlon CPUs, so the i686 for Intel Pentium 4 / Xeon, and AMD Opteron CPUs. The "i386" versions will run on all platforms, whereas the "i686" versions will only run on SSE2-compatible hardware.
---------------------------------------------------------
Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.

$39

Notes:
the i386 stands for the version optimized for Intel Pentium 3 and AMD Athlon CPUs, so the i686 for Intel Pentium 4 / Xeon, and AMD Opteron CPUs. The "i386" versions will run on all platforms, whereas the "i686" versions will only run on SSE2-compatible hardware.
---------------------------------------------------------
Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.

$39

Notes:
the i386 stands for the version optimized for Intel Pentium 3 and AMD Athlon CPUs, so the i686 for Intel Pentium 4 / Xeon, and AMD Opteron CPUs. The "i386" versions will run on all platforms, whereas the "i686" versions will only run on SSE2-compatible hardware.
---------------------------------------------------------
Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.

$39

Notes:
the i386 stands for the version optimized for Intel Pentium 3 and AMD Athlon CPUs, so the i686 for Intel Pentium 4 / Xeon, and AMD Opteron CPUs. The "i386" versions will run on all platforms, whereas the "i686" versions will only run on SSE2-compatible hardware.
---------------------------------------------------------
Leading digital effects houses and computer graphics specialists use Pixar s RenderMan because it is the highest quality renderer available anywhere and has been production tested through successful use in feature films for over ten years. Pixar s RenderMan is stable, fast, and efficient for handling complex surface appearances and images.
RenderMan s powerful shading language and anti-aliased motion blur allow designers to believably integrate stunning synthetic effects with live-action footage. In addition, RenderMan is backed by Pixar s technical staff, who know the challenges of creating digital effects. RenderMan is used for Pixar s own feature film productions.
RenderMan for Maya
Pixar's next-generation rendering plug-in for Maya. The perfect tool for the Maya artist who wants to enhance their productions with RenderMan.

$39

Seamour is ticket01's powerful solution to creating perfectly fitting seams in Autodesk. Maya. in a matter of minutes. Additionally it is capable of creating duplicated objects along curves with easy-to-set-up guide objects, making it the best solution of its kind.
FEATURES:
The current version of Seamour already has the following features:
* support for polygonal meshes as alignment surfaces
* seam creation in only three steps
* copy&paste of seam settings with automatic length adjustment to recreate a certain look
* natural look attributes
* instantaneous seam creation
* perfect alignment mode to make stitches smoothly follow the surface
* powerful one-click extrude operation guarantees a perfectly created stitch surface
* object duplication along a path for NURBS curves, NURBS surfaces and polygonal meshes
* object duplication along a path with NURBS curves (e.g. for roller coasters, etc.) or polygonal meshes as guide object (e.g. for train tracks, etc. )
* fully integrated into Maya's dependency graph
* all needed attributes keyable
* diagnostics mode for difficult seam situations
* support for Maya 7, 8, 8.5, 8 x64, 8.5 x64 (Windows & Linux)
Planned features for future releases:
* automated generation of wrinkles
* automated correction for colliding stitches
* automated motion path creation with orientation marker setup
* support for Subdivision Surfaces & NURBS surfaces as alignment surfaces
* object duplication along a path with NURBS surfaces as guide object
* support for MacOSX
* SMP/Multi-Core support
* SDK

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILM's Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILM's Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILM's Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILMs Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILMs Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILMs Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

This is the finest and fastest photo-realistic hair renderer money can buy, and has more in common with ILMs Oscar-winning hair renderer than it has with its competitors. This altogether new fractal hair rendering algorithm requires less than 32MB of RAM to render millions of hairs, and is several orders of magnitude faster than previous approaches. Shave And A Haircut comes with hair modeling tools that have no equal. In addition to automatic grooming, guide hairs are incredibly fast bi-directional IK chains. You can control them one at a time, or grab thousands and just comb away. There is collision detection built into the sculpting process as well, so hair goes around the skull, not through it.

$25

Shave and a Haircut for Maya is a high-end alternative to Maya Fur. Developed by Joe Alter, the "hair expert," Shave and a Haircut is a complete suite of styling, dynamics, and rending tools integrated into Maya. It also includes hooks for third-part renders such as Pixar's Renderman.

$29

The T-Rex texturing tutorial covers all the techniques used to create a realistic looking skin for your dinosaur. The tools shown in this tutorial are the UV texture editor, move and sew, as well as cut UV's options which are used for laying out the UV's of your model to achive a flat UV map. Once your UV map is complete you will learn how to take a UV snapshot of your flat UV's to import into photoshop. Once we get into photoshop you will learn how to build up layers of color so that your skin will have a realistic look with multiple color values running through it to so it appears real. After the color map is complete you will begin a bump map which will add skin texture to your T-Rex and give it the appearance of wrinkles and bumps. The spec map is the last part you will cover in Photoshop and this map will show you how to control all the highlights of the skin with more procision. Finally, we cover lighting to show off all your hard work and to get some nice renders. OS..: ALL

$14

The Maya Character Rigging DVD is aimed at beginning and intermediate users who want to further their understanding of a specific area of Maya.
In this DVD you will explore the differences between a quadruped and a biped. Rig and skin a full character, use influence objects and Set Driven Keys, create custom attributes, and use easily identifiable controls to animate your characters. You will also cover the channel control and connection editor while creating a clean and efficient rig.
Key Features:
* Demonstrations of recommended workflows
* Clear, theoretical explanations
* Step-by-step tutorials
* Instructor-led chapter overviews

$19

The Maya Character Rigging DVD is aimed at beginning and intermediate users who want to further their understanding of a specific area of Maya.
In this DVD you will explore the differences between a quadruped and a biped. Rig and skin a full character, use influence objects and Set Driven Keys, create custom attributes, and use easily identifiable controls to animate your characters. You will also cover the channel control and connection editor while creating a clean and efficient rig.
Key Features:
* Demonstrations of recommended workflows
* Clear, theoretical explanations
* Step-by-step tutorials
* Instructor-led chapter overviews

$14

The Maya Polygonal Modeling for Visual Effects DVD is aimed at beginning and intermediate users who want to further their understanding of a specific area of Maya.
This DVD will allow you to explore Maya.s polygon modeling tools as well as take you through the process of creating a CG tiger similar to the one that was created for the film The Last Samurai. You will also learn how to use Maya's UV texture editor and Hypershade to create realistic shaders for your creations and apply them effectively. Learn from a pro . Michael Kirylo is a Visual Effects pro who has worked on several feature films and TV productions. This material will help you learn some of Mike's unique techniques for modeling and texture mapping in Maya.
Topics Covered:
* Modeling with Maya.s polygon modeling tools
* UV Texture Mapping
* Using Maya.s UV Texture Editor
* Creating Shaders with Hypershade

$19

The Maya Polygonal Modeling for Visual Effects DVD is aimed at beginning and intermediate users who want to further their understanding of a specific area of Maya.
This DVD will allow you to explore Maya.s polygon modeling tools as well as take you through the process of creating a CG tiger similar to the one that was created for the film The Last Samurai. You will also learn how to use Maya's UV texture editor and Hypershade to create realistic shaders for your creations and apply them effectively. Learn from a pro . Michael Kirylo is a Visual Effects pro who has worked on several feature films and TV productions. This material will help you learn some of Mike's unique techniques for modeling and texture mapping in Maya.
Topics Covered:
* Modeling with Maya.s polygon modeling tools
* UV Texture Mapping
* Using Maya.s UV Texture Editor
* Creating Shaders with Hypershade

$14

SyFlex is the cloth simulator behind many of the realistic cloth animations seen in current 3D productions, special effects sequences in feature films and in commercials.
SyFlex features an incredibly fast and stable engine, and while the comprehensive set of tools provided with the plugin allows to create a wide range of effects, the package is extremely simple to operate, and turns the creation of digital cloth into an easy task.

$19

THE SETUP MACHINE FOR MAYA is a standard Maya plug-in that gives you the ability to rig any character quickly and easily.

$14

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