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Other software commonly used in game designs

(1)MODO Engineered for speed and creativity, and featuring award-winning MeshFusion Boolean tools, MODOs flexible modeli...

(1) MODO

Engineered for speed and creativity, and featuring award-winning MeshFusion Boolean tools, MODO’s flexible modeling toolset is ideal for both freeform organic models and precision final production meshes.

Incorporating traditional animation techniques applied in innovative ways, MODO's animation framework is highly customizable to meet the most demanding of production challenges.

With MODO's flexible and efficient preset system, you can save selected parts of processes or content for reuse elsewhere, or for sharing useful techniques or approved assets with other team members.

More features

UV workflows,Sculpting,Painting,Rendering,Baking,Rigging,Effects,Hair and fur,Camera and projection tools,Collaboration and customization。

(2)RealFlow

RealFlow is the definitive tool for creating flawless large- and small-scale fluid and dynamics simulations straight out of the box.

REALISM:
The latest version of RealFlow gives you an unprecedented level of realism, with the power to control and customize every aspect of your scene to get exactly what you want.

EASE OF USE:
RealFlow is quick and easy to incorporate into your workflow. An inbuilt help system takes you step-by-step through scene setup to completion. And of course, our rapid, personalized technical support and access to the official RealFlow forum means you never need to wait for an answer.

THE COMPLETE PACKAGE:
RealFlow isn't just a fluid simulation tool – it also includes the ground-breaking Caronte, an accurate, reliable dynamics solver that can handle thousands of objects. With every standard license, you get a free RealFlow Renderkit license, which greatly facilitates and accelerates the rendering process. RealFlow also comes with free plug-ins to all major 3D platforms, as well as a wealth of free resources, tutorials, and a year of free technical support and maintenance.

 

(3)Qualoth

With Qualoth, you will get good results more quickly, not just because it is computationally fast, but also because it produces fail-safe results even when used with the default settings.

Robust Collision Handling

Qualoth simulates stunningly realistic collisions between cloth and fast-moving objects. The underlying self-collision algorithms are robust even when cloth is trapped between colliding objects. Reliable collision handling allows you to create simulations of complicated multi-layered garments without artifacts.

Seamless Import from 3D Garment Design Tools

Qualoth can accept quad-mesh, tri-mesh, and even non-manifold mesh as input geometry, for greater realism with a wider variety of source models. Qualoth also allows you to create clothing not only from cloth mesh draped on an existing 3D human model, but also by working from traditional patterns. This lets you produce realistic garments from imported CAD patterns in dxf or eps file format, such as those produced using CAD production software such as DC Suite, Marvelous Designer, Optitex, Yuka CAD or Adobe Illustrator.

Unlimited Goal Shape Control

Cloth animation does not always have to be physically valid. With Qualoth, you can even paint a vertex map over a surface, assigning different goal constraint attraction force values to individual vertices.

Partial Re-Simulation Increases Workflow Efficiency

When a cloth simulation attempt is not completely dissatisfactory, there is no need to start over. Instead, you can selectively choose the vertices that need to be simulated again. This leads to faster computation, which saves you time and helps you achieve your desired results more quickly.

Configurable Collision Networks for Greater Efficiency and Reliability

In complex scenarios where there are multiple cloth objects and collision objects in a solver, you have complete control over which cloth collides with which objects. For multilayer garments, the outermost layer might not need to collide with the innermost layer, or with the body of the wearer. These relationships can be specified for cloth-to-cloth and cloth-to-object collisions, and can be key-animated. Selectively editing collision relationships in this way helps prevent unnecessary computation, which increases solver speed and also helps reduce unwanted artifacts.

Bidirectional Interaction with Maya Fluids

Combining fluid simulation with cloth simulation makes it easy to create realistic simulations of flapping flags, fabric moving in the water, and clothes waving in the wind. That is, the cloth simulation can be influenced by the Maya Fluid, and conversely the Maya fluid simulation can also be influenced by the movement of the cloth.

More Realistic Wrinkles

The material that is simulated using Qualoth is not a simple spring network. Its physical model is based on a deep understanding of the properties of fabric, which are very different from rubber and other elastic materials. The realistic wrinkling and motion of cloth simulated using Qualoth come from an advanced physical model dedicated to simulating fabric-like materials.

Hysteresis for Unmatched Crease Simulation

Most cloth has hysteretic behavior. Once creased, the wrinkles don't disappear completely until they are ironed out. Qualoth simulates this behavior dynamically with the 'bend plasticity' property. Crease simulation produces naturidal creases conforming to the movement of body joints. Once you have creases that you are happy with, you can lock them in. Incorporating plasticity into animation results in even greater realism, eliminating the rubbery look and feel of simpler alternatives.

 (5)FXhair

Industry-leading hair simulation, with more realistic collisions than any other engine

 

Fast and Robust Collision Handling

FXHair robustly resolves collisions to fast moving objects. The stable simulation of hair dynamics allows the character's hairs to be moved wildly without stretched hairs or any other artifacts.

Fast Hair-to-Hair Interaction

The accurate and fast self interaction between hairs is one of the most important features of FXHair. Without proper self interaction, hair looks unnatural and no volumetric effect of hair clumps emerges.

Goal Curves

The hair of fast-moving characters is prone to becoming tangled up. FXHair provides goal curve constraints that can control how strong the hairs are attracted to the shape of goal curves. The strength can be scaled along a hair curve, and this scaling profile can be set for the entire head. Using goal curves, you can maintain a given hairstyle even under strong wind or fast movements.

Interoperability with Other Hair Tools

FXHair accepts NURBS curves as input and output. This simplicity enables you to easily integrate it with the existing hair tools in your pipeline. With FXHair, it is easy to convert hair curves created in Maya nHair or Shave & Haircut.

 (5)Flux

In fluid simulation, the more memory and processing power you have available, the more detailed and realistic your fluid simulation can be. When you are limited by the amount of memory and the number of cores available on a single mainboard, there is a limit to the level of realism you can achieve.

To overcome this issue, FluX was designed to support parallel distributed data processing, so the memory and computational loads can be distributed to as many networked computers as are available.

Not all distributed fluid simulation is created equal!

Other fluid simulators also claim to leverage the advantages of distributed computing, but only FluX distributes all operations, including solver, surfacing, file I/O, and output visualization. Moreover, FluX's state-of-the art distributed simulation engine is more efficient than any other.

Rapid Surfacing Computations

In fluid simulation, generating a fluid surface from particle data is one of the most important processes. FluX even distributes the operation of calculating the polygons that make up the surface of the fluid, which lets you generate extremely fine fluid surfaces very rapidly, differentiating FluX from other software.

A Near-Linear Increase in Distributed Processing Power up to 128 Cores!

We have tested FluX extensively, and found that the increase in processing power is almost linear in networks with 128 cores across 32 machines!

Theoretically, there is no limit to the number of networked computers among which you can share and distribute data.

Have you ever previsualized a simulation with billions of particles?

When you use FluX, the viewport snapshot can be distributed and saved. This means that you can easily view even the results of simulations involving large amounts of data, which would otherwise be hard to check from a single computer, easily and without having to load scene data.

(6) V-ray

Built to meet the creative demands of CG artists and modern production pipelines, V-Ray 3.0 for Maya is a full suite of physically-based lighting, shading and rendering tools tightly integrated into Autodesk Maya. V-Ray 3.0 for Maya focuses on artist productivity and delivers a powerful new set of features and improvements to speed up lighting, look development and rendering workflows.

V-Ray for MODO seamlessly integrates production-proven rendering capabilities into MODO’s native workflow. Choose between multicore CPU and GPU-accelerated rendering for complete creative control and fast results. Built to handle the toughest projects and biggest scenes, V-Ray for MODO will fit into any production pipeline. See why top artists and designers rely on V-Ray every day to create award-winning designs and visual effects.V-Ray for MODO is compatible with V-Ray 3.0 for 3ds Max, Maya, and NUKE render nodes.

V-Ray 3.3 for NUKE is now compatible with NUKE 10. This is a free update for all V-Ray for NUKE customers.V-Ray for NUKE introduces a new approach to lighting and compositing that integrates production-quality ray traced rendering into NUKE and NUKEX. Take advantage of V-Ray's lighting, shading, and rendering tools inside NUKE's node-based workflow.

 

 

 

 

 

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