Frameworks
Before tools become useful for production purposes, we experiment: this is the Research part of R&D. We then group similar tools into a framework.
With more than a decade of experience in this industry, we know where commercial packages leak, and what are the demands in production. Often people in the VFX production trenches find themselves reinventing the wheel over and over, we think the wheel is already round enough: we just make it run faster.
We adapt, extend and improve our frameworks to specific client demands, then we release the result to each client with a unique licensing scheme complying to the framework license agreement.
Fur (Hair/Strands/Curves)
Note that this framework does not include specific tools for styling or dynamics.
Features:
- Shaders for physically plausible and surreal look development
- DSO for generating fur at render time
- DSO for growing fur on Subdivision Surfaces
- DSO for growing fur on Displaced geometry
- DSO for stochastic simplification of fur (Level Of Detail)
We offer this framework for the following renderers:
- 3Delight RenderMan
- PhotoRealistic RenderMan
- AIR RenderMan
- VRay
- Arnold
- Mantra
- Modo
Particles
Features:
- Shaders for particle look development
- Shaders for rendering particles volumetrically
- DSO for generating particles at render time
- DSO for particle interaction with Subdivision Surfaces
- DSO for particle interaction with Displaced geometry
- DSO for stochastic simplification of particles (Level Of Detail)
We offer this framework for the following renderers:
- 3Delight RenderMan
- PhotoRealistic RenderMan
- AIR RenderMan
- VRay
- Arnold
- Mantra
Maya shaders
We can write in any API/SL shaders shipped with Maya (e.g. mr architectural material, maya ocean shader, maya volume cloud…)
We offer this framework for the following renderers:
- 3Delight RenderMan
- PhotoRealistic RenderMan
- AIR RenderMan
- VRay
- Arnold
Maya Fluids
We can write and enhance the entire Maya Fluids pipeline (Maya exporter, volume shaders, ray-marching plugin) in any API/SL.
Have a look at our commercial product Floyd.
Features:
- Matching look
- Fluids retiming
- Additional detail at rendertime with wavelet noise
- Advanced caching scheme (with conversion from Maya Fluids Cache)
We offer this framework for the following renderers:
- 3Delight RenderMan
- PhotoRealistic RenderMan
- AIR RenderMan
- VRay
- Arnold
Spectral-based shaders
Development of spectral-based shaders
Pointclouds
We can write several point-based graphics tools, some examples:
- point-baseg global illumination shading system, see also our product ChiaroScuro
- Generate displacement maps from *ultra-large* pointcloud/DEM data, and render them efficiently with on the fly Subdivision Surfaces
Skin shaders
Advances skin shaders for physically plausible and surreal look development. We also OpenSourced JupiterSkin