Thinkbox Debuts New Creative Tools at SIGGRAPH 2013
Creative technology developer Thinkbox Software announced new plug-in offerings for Autodesk Maya at SIGGRAPH 2013, including the latest version of the company’s popular volumetric particle renderer, Krakatoa MY, XMesh MY for geometry caching, and Frost MY for point cloud meshing. Currently in development, the solutions will be demonstrated in Thinkbox Software’s booth (#601) throughout SIGGRAPH, along with a host of other new products.
“Krakatoa MY received intense interest from the Maya community when it was released earlier this year and we’ve continued that momentum by adding key features like support for Mac OSX-based systems, which we’ll demo at SIGGRAPH this year. We will also preview a Maya compatible version of MagmaFlow, our node-based particle manipulation toolkit based on our new cross-platform node-view tool,” said Chris Bond, founder, Thinkbox Software. “With the introduction of XMesh MY and the upcoming release of Frost MY, our high-performance production tools are even more accessible to Maya users looking to create amazing visuals.”
Enabling greater flexibility and improved performance for users, Krakatoa MY 2.3 features Thinkbox’s Magma channel data editing system as well as support for Mac OSX, in addition to previously supported Linux and Microsoft Windows operating systems. Other new features of Krakatoa MY 2.3 include:
Particle Flexibility – Leverage the particle partitioning of Maya particle systems and particle saving functions. Particles can be created from fractals and the particle modification system can manipulate particle data setting/copying/scaling channel values. Supporting Maya materials for coloring particles, the renderer also features particle “repopulation” for increasing particle counts.
New PRT Format – Allows seamless importing of particles from external applications.
Extended Software Support – In addition to working with Mac OSX, Maya 2013 and Maya 2014 are also supported.
XMesh MY is a Maya-specific extension of Thinkbox’s production-proven geometry caching solution. Allowing users to save animated scene geometry and later load that data for rendering, XMesh MY has been refined through use on VFX mega-productions such as The Avengers and Iron Man 3. XMesh MY feature highlights include:
Optional Explicit Velocity Data – Velocity data can be stored and loaded even from most changing topology objects including the Thinkbox Frost MX and Frost MY meshers, or Cebas Thinking Particles running in 3ds Max for correct motion blur generation in Maya.
Bi-directional Smoothing Data Transfer – XMesh can convert between Maya edge smoothing and 3ds Max smoothing groups data, or alternatively use an explicit Normal channel to store the render-time surface normals.
Bi-directional Material Assignments Transfer – XMesh preserves the material assignments of 3ds Max and Maya objects and provides bonus tools to transfer basic shader definitions between the applications.