Golaem Crowd 7.3.12 | 1.3 Gb
Golaem has released Golaem 7.
3.12, the latest update to its crowd simulation system for Maya. From this release, the Golaem For Renderman plugin writes integer Shader Attributes as Renderman integer user data (was using float before), make sure to update shaders.
has been adopted by many of the key facilities in the VFX industry, featuring in no fewer than four separate studios' work on Game of Thrones.
It was developed with the aim of providing a more intutive workflow than traditional simulation software, with users able to use Maya's native tools to control crowd behaviour.
Golaem also includes toolsets for building custom AI logic, generating automatic variations of crowd characters, and interactively previewing and editing simulations.
Output is natively compatible with Arnold, Guerilla Render, Redshift, RenderMan and V-Ray; and users can output to other DCC tools for rendering, including 3ds Max, Houdini and Unreal Ee.
The key change in Golaem 7.3 is the stable release of the new USD procedural plugin, enabling users to export Golaem simulation caches to other DCC software in the now-VFX-industry-standard USD format.
Readymade plugins are available for Houdini, Katana and the USD standalone, but Golaem has now released the source code under an LGPL licence for studios that need to create plugins for other software. The release also adds support for animation layers within the posture and rig layers of the Layout Tool.
Golaem also now supports proper skinning for characters with procedural fur, enabling fur to move more naturally with the crowd animation. The new workflow is compatible with any system that can export fur as Maya or Alembic curves, including third-party plugins like Yeti and Ornatrix.
The updates also continue the trend established in recent releases of broadening Golaem from a pure crowd simulation system to a more general shot layout tool.
The Population Tool, used to place crowd characters in a scene, gets a new Scatter Mode aimed at distributing environment objects like trees, rocks and buildings.
Assets can be scattered around random 'seed' positions on a terrain, or to custom regions of it; and decimated according to surface angle or distance from an object.
develops artist-friendly tools to animate digital characters. Integrated in Autodesk Maya, Golaem makes it fast and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem to bring life to commercials, episodic productions, feature films and games.
7.3.12 with Character Pack *