Thinkbox Software Releases Krakatoa MY For Autodesk Maya
(ENP Newswire Via Acquire Media NewsEdge) ENP Newswire - 22 February 2013
Release date- 21022013 - Los Angeles, CA - Thinkbox Software today announced the release of Krakatoa MY, the high-volume particle renderer for the Autodesk Maya 3D software running on Microsoft Windows and Linux operating systems.
Krakatoa is Thinkbox Software's production-proven volumetric particle renderer previously available for the Autodesk 3ds Max 3D software. Krakatoa is CPU-based, highly optimized, heavily multi-threaded, and can be used successfully on most hardware running Windows or Linux operating systems including laptops and render nodes without dedicated high-end graphics accelerators.
Krakatoa MY seamlessly connects Autodesk Maya with the Krakatoa renderer and provides a number of features designed to accelerate artists' workflow when manipulating millions of particles. Krakatoa MY shares the same rendering core with Krakatoa SR (Stand-alone Renderer) and Krakatoa MX (3ds Max) and will produce identical results given the same input data and settings.
Key features of Krakatoa MY include:
Point or voxel representation of particle data, with various filter modes, motion blur and depth of field camera effects, and HDRI render passes output to OpenEXR files
Simultaneous support of both additive and volumetric shading models, with per-particle control over color, emission, absorption, density and more
Support for various light scattering algorithms, high-quality self-shadowing and occlusions from both geometry and DTEX maps
Dedicated particle loader object supporting Krakatoa .PRT file sequences, RealFlow .BIN file sequences and .CSV file sequences, with the ability to offset, retime, combine and modify already cached particles
Dedicated PRT Volume and PRT Fractal objects inside the Maya viewports provide procedural particle creation from polygon mesh volumes and mathematical algorithms
Particle partitioning tools for caching multiple versions of the same simulation to combine into high-density particle clouds
Particle repopulation for render-time conversion of low-count simulations into high-count particle clouds
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