View Full Version : Brazil 1.2 and Shave for Max released

08 August 2003, 05:57 AM
VFXWorld announced that Splutterfish released Brazil r/s 1.2 and Shave for Max.


SplutterFish Releases Brazil Rendering System 1.2 & Shave and a Haircut
Friday August 1, 2000

At SIGGRAPH 2003, SplutterFish LLC announced the release of the newest version of its rendering software Brazil Rendering System and Joe Alter's Shave and a Haircut for 3ds max. Brazil r/s v. 1.2 is an advanced, fully-integrated rendering suite for Discreet's 3ds max and Autodesk VIZ, Autodesk's visualization solution. Shave and a Haircut is an industry-standard hair-creation software program.

"Being able to render complex effects quickly and efficiently is the goal in today's sophisticated production environments. Brazil v.1.2 is a significant advancement… Brazil r/s 1.2 demonstrates the next logical progression in the software by delivering productivity enhancements in several critical areas, including renderfarm management, advanced character shading capabilities and more sophisticated lighting enhancements that both our core film and architectural customers will be eager to add to their toolset," said Scott Kirvan, SplutterFish ceo.

"As a long-time Discreet 3ds max partner, SplutterFish has an exceptional reputation for developing rendering tools used by today's leading film and video effects artists," said Chris Ford, product line manager, animation products, Discreet. "We're confident that the new features in Brazil 1.2, combined with existing capabilities in 3ds max, will provide our customers with an incredibly flexible and creative toolset."

Brazil v. 1.2’s improvements include:
* Banshee Distributed Rendering Manager - offers customers an interactive graphical user interface for managing render nodes for tile-based distribution of rendering a single frame across multiple nodes.
* Brazil Toon Shader - improvements provide new, finer control of inking parameters, giving a greater level of flexibility and control to the look of cartoon style ink lines.
* New Skin Shader - incorporates multi-layered sub-surface scattering specifically designed for the complex look of skinned characters. Dermal, subdermal and deep scattering layers create an unprecedented level of depth and photo-realism, including fine details such as oily surface characteristics.
* New Brazil Optimized Plug-in Shadow Types - for use with standard max or B-Lights: Soft directional shadows, area shadows and spherical shadows.
* Brazil r/s support for photometric IES files - fully-integrated IES format support allows Brazil r/s photon mapping for fast and accurate lighting simulations. IES files are used by architectural customers, and increasingly by film clients, looking to recreate the lighting of a live-action scene in 3D by using a recognized format that translates real world lights into their visualization package.

Shave and a Haircut for 3ds max is a CG hair grooming, dynamics and rendering system originally developed to create photorealistic hair for characters, animals and people, but now includes texturing for leaves and grass. Shave and a Haircut makes extensive use of OpenGL in its own interface, to afford interactive styling and animation of hair. With the new brush and recomb features, this release makes it possible for 3ds max users to get hair flowing and behaving all over a CG model.

"SplutterFish has demonstrated exceptional attention to detail in overseeing the 3ds max integration of this professional-level hair creation plug-in project," said Joe Alter, ceo of Joe Alter, Inc. "For obvious reasons, SplutterFish is extremely well regarded in the 3ds max community, and a huge group of users will now benefit from this addition to their tool box - brought to them and supported by a group with stellar talent they already know and trust."

Shave and a Haircut features include:
* Spline based method of creating hair - Shave and a Haircut for 3ds max incorporates a familiar spline-based method for creating hair, whereby guides are created to control the location and density of generated hair.
* Embedded dynamics - The Shave dynamics engine is embedded in the Shave guides, which allows artists greater flexibility in controlling hair motion. Once a guide has been animated, the corresponding hairs react accordingly, removing the need for cumbersome transformations. Shave dynamics are extremely fast, with results displayed in real-time or near realtime in all but the most complex scenes.
* Combing/styling interface - Shave and a Haircut for 3ds max features a dedicated Open GL-accelerated interface that is extremely fast and with unprecedented control for styling and cutting hair. The Shave combing/styling interface is best described as a grooming tool, as opposed to the mechanical interface found in other hair solutions on the market.
* Displacement parameters - enable complex hair effects creation, so that the artist has the ability to simulate complex hair states that are typically very difficult to model, such as wetness and frizz.
* Density equalizer - The Shave density equalizer balances hair population so that regardless of the density of the underlying surface or number of guides, a uniform distribution of hair as a base line results. Hair density is modified by assigning maps and shaders to the density channel. Unlike other solutions, Shave does a world-space barycentric lookup whereby Shave does not require special UV's and will work on polygons, nurbs or any other type of surface emitter.
* Fully mappable - The parameters in Shave are mappable, allowing the artist to apply texture maps or procedural maps on nearly every parameter. This includes mapping to dynamics parameters, for instance, on parameters such as Stiffness or Dampening.

Brazil r/s Version 1.2 "Artist Bundle" includes licenses for three computers (one Brazil r/s workstation-node license and two render-node licenses), at a cost of $1,200. The "Renderfarm Bundle" includes licenses for four computers (four render-node licenses), at a cost of $750. Shave and a Haircut for 3ds max will be available to both individual artists and production facilities in bundles. Each bundle will include one workstation and eight render nodes with floating license capability, at a cost of $485.

Joe Alter, Inc. is a software and original content creation corporation located in Los Angeles. For more information visit

Formed in 2001 in Venice, California, SplutterFish LLC is a software provider of high-end, affordable 3D rendering tools. The company develops solutions focused towards the needs of production professionals working in the film, broadcast, architectural and product visualization, design engineering, 3D cartoon-style animation and CG research industries. Additional information can be found on the Internet at


I havn't seen anything up at Splutterfish's website, though.

08 August 2003, 03:21 PM
Makes me very happy. I'd like to see what 1.2 is about.


08 August 2003, 10:25 AM
is it going to be better than Finalrender Stage 1?

08 August 2003, 09:52 AM
is it going to be better than Finalrender Stage 1?

I think that even Brazil r/s 1.0 is better than Finalrender Stage 1...
but letīs the time go!

08 August 2003, 10:41 AM
Hooray that they got Shave out for max!


08 August 2003, 08:11 PM
Originally posted by Shin Chan Pu
I think that even Brazil r/s 1.0 is better than Finalrender Stage 1...
but letīs the time go!

Care to elaborate? I don't use either but i am fascinated by both equally. What makes brazil better than fR stage 1?

08 August 2003, 09:59 PM
Just look at this...can you crate this kind of effect with brazil?

08 August 2003, 10:12 PM

when yould you need to use volumetric photons?

I actually never ever saw anyone use them except for tests.

and that was in the gallery of mental images(like 3 years back) and that of cinema4d 6 or 7also years back.

nothing new really.

nice image though. xcept for the unrealistic hard black shadow on the ground.


08 August 2003, 08:42 AM
So how does Shave and haircut compare to Shag hair?Any thoughts?Thanks.:beer:

08 August 2003, 09:37 PM
It blowns away shag hair. :scream:

08 August 2003, 09:44 AM
I would also like to know just what advantage it have over Shag .Please do let me know,Thanks.:thumbsup: :beer:

08 August 2003, 10:16 AM

08 August 2003, 11:59 AM
is it going to be better than Finalrender Stage 1?

i guess this was inevitable.. this thread will burn. everyone try to stay objective ;)

08 August 2003, 05:45 PM
Anyone used/purchase this plugin for max yet? I'd really like to know what it's capable of, before I ask my boss for $500 for a hair creation program :D

08 August 2003, 01:03 AM
Shave can do everything you would want a hair plug to and then some. Refer to the splutterfish site for info and features. Though the real experience comes from using it. Big things are real-time "combing" and "stying", instanced geometry hair (you could make a forest for example), and a very nice natural hair color variation for a natural look with no tweeks. It also has a basic mode for creating splines and then interpolating hair between them which makes the transition from shag to shave a sinch, though it becomes quickly apparent that the seperate hair styling app is the way to go in most cases. Here are some teapots I just rendered (this is with very short hair, so you can see it can be used for fur as well):
200,000 hairs (yes thats a lot)
and one with normal hair
after a few param tweeks, no styling of hair...

08 August 2003, 02:11 AM's frontpage shows some shots from X2 that used Shave. Pretty impressive stuff.

kdub: are you a beta tester for Shave for Max or is that from the Maya version?

08 August 2003, 03:07 AM
he is a beta tester, but there is no reason that a maxshave customer could not have produced those images...

08 August 2003, 04:28 AM
I wasn't trying to make it sound like I was accusing him of anything. It's only been a few days since it was released, so the logical assumptions were either beta tester or Shave for Maya. I was just curious.

08 August 2003, 04:50 AM

08 August 2003, 01:59 PM
are those renders out of max? I looked at and all his pics are using maya w/shave. I'm curious if the max port is as easy to setup and use as the maya one...

08 August 2003, 02:05 PM
yeah, his are from max.. Max's port uses the same "styling" interface as maya (ie, a seperate window with only the model and the hair for styling and fine-tuning, and yes, max uses the shave 2.0 interface, which has the brushes to style with (VERY cool)). All other controls are neatly packed in the shave object and accessed from the modifiers panel.

08 August 2003, 11:41 PM
Shave is very powerful indeed. I use it in Maya and I'm amazed at how well it handles, once you have a grasp for how it works. The built in dynamics are maybe my favorite part. I'm guessing this will be/is in the MAX port?

08 August 2003, 12:18 AM
Yes -
MaxShave's dynamics are built into the hair, and can either be done with a realtime to near-realtime scrubbing of the timeline or precomputed and saved in a file. It uses the same dynamics engine as Shave for Maya.

12 December 2004, 04:06 PM
Hi guys,

I'm no expert on rendering, but what I can do goes beyond any hair plug-in I've seen so far. I'm talking GI and skylight integration. I myself use Brazil and am still in school. I only see 2 solution now:

.1. Someone points me in the right direction for a plug-in that integrates with Brazil, and my troubles are over.

.2. I write a plug-in (help meeeee) that sets up lights in a sphere, and consequently samples light values from an HDRI/EXR image on it and assigns them to the lights. It would be good practice except for the fact that I have never prgorammed before.


Any thoughts on this?

12 December 2004, 10:33 PM
I tested Shave haircut a long time ago, when there was no connection to max, and was very impressed. The workflow was exactly like it always should have been. Extremely easy to add hair, and make it flow like you want to. I mean you just use the coam!
Also very interesting that if you moved the head, for example rotated it then the hair would update dynamically in the viewport, so it would swing right in front of you so you could easily pretest how the head would work for animations.
I really like the idea that you can just paint hair on an object, and don't have to work with projecting bitmaps that you have to paint alpha masks for etc.
Now, it's surely much better, I think I tried version 1.0. Will be interesting to see how it works with max.


12 December 2004, 10:53 PM
FYI - this thread is almost 2 years old!

Joe Alter has published on his website concerning Shave for 3ds max:

"This product is not yet officially available, development is in progress and is looking quite good. We will make an official announcement when it's appropriate."

I'm closing this thread as it is very old, and Shave is still not available for 3ds max. I'm sure that Joe Alter will make a big news blast about it, when it does come to market.