Massive 4.0

Massive Software, developer of the Academy Award®-winning 3D animation software for AI-driven characters, has released Massive 4.0.

“Massive 4.0 is a major release that brings both creative and pipeline flexibility to artists and studios and fulfills a number of enhancement requests from the Massive community” (Massive Founder and CTO Stephen Regelous)

- Brain node improvements: control delay time and filter width in the output node with other nodes in the brain, using new options to select between "latch", "delay" and "filter" as destinations for alternative inputs. To simplify multiple inputs to an input node, a new feature adds values together.(source: Massive Software)

- Hair and fur enhancements: use deep shadow maps to realistically render longer hair and fur and generate high quality self-shadowing; and hair/fur clumping to generate messy, lumpy, or even wet hair or fur.Want to know more?Don't hesitate to contact our Technology department for more information & pricing and keep an eye on the Escape Studios blog as I will be launching a series of posts on Massive soon...

Feature Highlights in Massive 4.0
- Terrain nodes: use an unlimited number of .obj files for terrain geometry; not only for the ground on which agents walk,, but also for walls of buildings, render-only geometry, collision-only geometry and other special purposes.
- V-Ray rendering: V-Ray is rapidly becoming a very popular renderer, especially for scenes requiring extremely realistic lighting. Massive now supports the renderer in the same highly-efficient manner as RenderMan, 3Delight, Air and Mental Ray - it generates .vrscene files for the main render files and for the terrain and agent archive files. Massive also automatically generates shader dialog parameters for V-Ray material plug-ins and V-Ray materials, giving users complete freedom to assign any davailable default or custom plug-ins and materials. (Linux only for now)
- Enhanced agent fields and variables: it is now possible to vary each agent's response to agent fields individually using scale and offset parameters such as distance or color. For example, a larger agent could scale the distance parameter of any of its agent fields so that it can attempt to maintain a greater distance from other agents. Or an offset could be applied to the colour parameter so that agents can cho,ose which agents to be attracted to by colour.
- Place tools: stadium placement is even easier with the addition of rows and columns to the polygon generator, which allow for locators to be placed in rows and columns in any shape. The polygon generator also offers a handy stagger parameter, which can be used to offset rows laterally.
- Hair and fur enhancements: use deep shadow maps to realistically render longer hair and fur and generate high quality self-shadowing; and hair/fur clumping to generate messy, lumpy, or even wet hair or fur.
- Brain node improvements: control delay time and filter width in the output node with other nodes in the brain, using new options to select between "latch", "delay" and "filter" as destinations for alternative inputs. To simplify multiple inputs to an input node, a new feature adds values together.

(source: Massive Software)

Want to know more?

Don't hesitate to contact our Technology department for more information & pricing and keep an eye on the Escape Studios blog as I will be launching a series of posts on Massive soon...

0 Comments David Joos

Posted by
David Joos
Thu 18 Feb 2010: 5:08pm

Tags: ,

Comments

No comments on this article.

comments powered by Disqus