Golaem crowd 7 for maya
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In multiple high end projects such as The Adams Family, Ford vs Ferrari or Lost In Space Season 2.Golaem 7.3 goes further and enables to really skin the fur with the character and deform it along its animation.Coupled with Golaem physics simulation, it even enables to simulate fur dynamics on a crowd at a very low cost, like in the demonstration video.The workflow is still compatible with most of the major fur simulation solutions (Xgen, Yeti, Ornatrix,…) and proprietary engines provided they can be imported within Maya as curves (or Alembic curves).A complete overview of the workflow can be found in the Golaem Help SectionArtist friendly animation retake in Layout ToolGolaem 7.3 enhances the Golaem Layout Rig Node, which is able to emulate a Maya IK/FK rig on top of any Golaem cached character. This rig can be seamlessly used by animators to retake a character animations within Maya and promote them without going out the crowd pipeline.This new tool enables studios to build libraries of Golaem Population Vignettes so that their Layout team and animators can easily put them in a scene and quickly retake their animation to adapt them to the creative needs.A quick tutorial about how to use these Animation Layers can be found in the Golaem Help SectionLast but not least, Golaem 7.3 also comes with Maya 2020 supportLearn MoreCheck the program of the coming live online event and register HERE! Visit Get a free Personal Learning Edition on Golaem releases Golaem 8, making its crowd simulation engine available in Unreal Engine, and enhancing its already advanced Previs/Layout capabilities.Recently awarded with an Engineering Emmy Award® acknowledging its contribution to the Television industry (among other productions Game of Thrones, The Walking Dead, Lovecraft Country, Love Death & Robots...), Golaem stays at the bleeding edge of innovation and makes its crowd simulation features available within Unreal Engine in real-time, facilitating interactive usage and Unreal Engine based creation workflows.Golaem 8 also increases the crowd previsualization quality inside the Maya viewport while keeping Golaem great performances. Nicolas Chaverou, Product Manager explains: “Golaem is used by more and more animation studios for all kinds of TV Shows and Feature Films, for example The SpongeBob Movie: Sponge on the Run, Invincibles, Jurassic Park Camp Cretaceous, or My Little Pony: A New Generation…. They need to match a precise ambiance for their shots, and have more advanced needs in terms of character previsualization. I think they will be delighted with the previsualization novelties in Golaem 8. Coupled with the new Layout layers, this will really make it even easier for them to validate their crowds before rendering, and iterate faster.”Real-Time Simulation in Unreal EngineReal-Time Simulation EngineGolaem simulations can now be executed in real-time within Unreal Engine, reacting to player actions, or taking into account changes in the environment.This new workflow speeds up scene creations in Unreal Engine and makes it possible to use Golaem character simulation capabilities for interactive use.Interaction with Unreal Engine BlueprintsThe new Golaem execution engine integrated into Unreal Engine includes Golaem Blueprint nodes, making it possible to create interactions between Golaem and Unreal Engine.This Blueprint integration can be used to trigger events in the Golaem Simulation, or to override placement or simulation parameters.Unreal Engine Character PackTo facilitate the use of Golaem into Unreal Engine, all characters from the Golaem Character Pack are available as ready-to-use Unreal Engine characters, complete with shaders diversity.It literally just takes one minute to setup a Golaem scene in Unreal Engine with fully diverse characters.Viewport Previsualization ImprovementsVisual Diversity in the ViewportGolaem 8 implements shading diversity for all characters, directly in the Maya viewport, while keeping the same performances which made its reputation.Artists will be able to validate the look of their crowd characters directly at simulation step, and use the Golaem Layout layers to override it if needed.Shading Diversity Weights ControlTo make shading repartition more controllable for artists, shadingGolaem Crowd 7 For Maya Free Download
Diversity has been made controllable thanks to weight sliders similar to the ones used asset repartition.It will help artists come even closer to the final look they desire for their crowd, which can always be 100% artistically controlled thanks to the Golaem Layout shader overrides nodes.Mesh Drive Display ModeGolaem features a new Mesh Drive display mode, generating real Maya geometry for all characters, including all deformations.Artists can check the final look of their scenes before even rendering. Cherry on the cake, thanks to the Mesh Drive display mode, Golaem characters are now renderable with any renderer!DOF / Fog Support in the viewportGolaem 8 adds support for Maya viewport depth of field and fog features with Golaem characters display in order to enhance previsualization quality.Triggers Visual FeedbackEnhancing Golaem visual debug capabilities, Golaem 8 can now display in real-time the behavior triggers status in the Behavior Editor.Artists can click on any character in the crowd and follow how their behavior is executed, check when events trigger a behavior or not, and debug blocked behaviors.New Layout LayersGroup Trajectory Edit LayerThe Trajectory Edit layer is back! Golaem characters trajectories can be edited after simulation based on director's feedback, or to adapt to changes in the environment. The Trajectory Edit layer features two modes: mesh based and curve based. The mesh based mode enables deforming trajectories with tools like the Lattice Deformer. Curve based mode will be used to draw trajectories with curves, with the added advantage of being able to preserve characters speed while deforming their trajectory.Group Snap-to LayerGolaem Snap-To Layer enables to re-populate a scene with the Golaem Layout Tool. With the Group Snap-To layer artists can place a group of people on each user-defined position.As in the example video, it is particularly useful to populate a battle scene with groups of soldiers!Mirror Layout LayerThe Mirror Layer will mirror a simulation cache geometry and animation. It can be used to adapt an existing cache to a new environment or script, but also on random characters in your scene to generate even more diversity.New Keyframable AttributesGolaem 8 Layout Tool can take keyframes into account on two new layers: Kill and SetMeshAssets.Thanks to the keyframable Kill layer, characters visibility can be animated during the shot in order to make the population evolve.With the SetMeshAssets Layer, characters' equipment or garments can also evolve during the shot.Custom LOD LayersGolaem provides some rules for automatic LOD, but when. Golaem Crowd 7.2.1 For Maya 2025 2025 Win golaem crowd maya, golaem crowd maya tutorial, golaem crowd maya 2025, golaem crowd for maya free download, golaem crowd for maya 2025 crack, how to install golaem crowd in maya, golaem crowd for maya 2025 DOWNLOAD Golaem Crowd 6.3.1 For Maya Win/Lnx x64 Title: Golaem Crowd 6.3.1 For MayaGolaem Crowd 7.3.4 for Maya
New FeaturesNew Physics Override Node in the Character Maker to represent different physics morphologies within the same Character File Motion behavior weights are dynamic when using Golaem Attributes New Golaem HUD in the Maya viewport New tool to assign scene character shaders to a geo proxy New tool to remove character shaders from the scene Entities can now have Perception custom shapesImprovementsApex Cloth simulation is not limited to 32 colliders anymore Improved ChOp Editor usability (autolayout, controls...) Improved GCG skin weights export performance Hidden meshes can be skipped in the Polygon Zone Trigger Added transformation support when exporting a Fur Cache as GFC Added transformation support when exporting a Geometry Cache as GCG Added attributes aliases in the GDA file format USD Bake parameters are now saved in the scene NavMesh Creator tool inherits from the Crowd Manager Crowd Unit when opened the first time Added fur rendering support in the Guerilla Render rendering plugin Added Character Maker helper button in the Motion LocatorBug fixesFixed GCG blendshape export when target does not exist in the scene Fixed GCG animated meshes export with constant keyframe values Fixed blendshape offset when using FBX Character Geometry Fixed Bounding box computation error message when exporting a Character with a Fur Asset Fixed fur assets export in the glmExportCharacterGeometry command Fixed error message when a Character File is invalid in a scene Fixed UI refresh when reexporting a Fur Cache in the Character Maker Fixed mesh append when using relative file paths in the Character Maker Fixed Vector Field Layer not working on entities with a zero height pelvis in the Layout Tool Fixed Vector Field Layer not refreshing properly in the Layout Tool Fixed frames in the GSCB Library File when using the Batch Simulation Exporter command Fixed orientations not being taken into account in the External Entity Locator Fixed a crash when baking meshes with namespaces as USDSkel Fixed a crash when rendering an incomplete Fur Cache Fixed a crash when loading the Golaem and the MayaUSD plugins in Maya 2022 Fixed a crash when using expressions in ChOp Input in the Golaem Engine Fixed a crash when rendering several Simulation Caches in Katana Fixed Sensor attributes export in the Golaem Engine Fixed identifier assignment in the Renderman rendering plugin Fixed export of Maya Curves as Fur Cache Fixed ground adaptation when using Skeleton Overrides Fixed Curve sampling not uniform in the Goto Behavior Fixed Curve sampling not uniform in the Flock Behavior Fixed avoidance when the NavMesh does not match Ground Terrain in the Navigation Behavior Fixed the default size of the Chop Node Library Fixed Terrain export in the Golaem For Unreal pluginRefactoringAdded support for Renderman 24 Added support for Arnold 70 Removed support for Renderman 22 Removed support for Arnold 60 Added contextual menu to the Shaders Shelf icon Removed External Entity Shelf icon (still available for the Golaem Menu) Polygon trigger returns false by default if no active mesh is set Character shaders are now added to a glmShaders Dealing with LOD, isn’t it more comfortable to set them by directly selecting characters in the viewport?This is what the new LOD layers are about! Just select some characters, add a Layout node, set the desired LOD level, and you are done.Physics / Cloth SimulationTorque on Force BehaviorA Torque attribute was added on the Force Behavior. It brings more realism in the physics simulation and allows artists to control how your characters react to an explosion or other kind of physics events.GPU Real-Time Simulation for Windows/LinuxThanks to its NVidia Apex integration Golaem can simulate clothes in real-time with many characters.Through a partnership with NVidia & Autodesk, Golaem is maintaining the Physx/Apex plugin code and hosts builds for Windows & Linux and for new versions of Maya.And still...Morphology VariationsGolaem provides morphology variations thanks to the Skeleton Overrides feature.Several kinds of morphologies (small, tall, thin, fat...) can be added on a character definition by setting scale ranges for every bone. Users can then control their repartition the same way as other assets, and they can even be mixed to obtain the maximum of variations inside a population.The generated characters definitely look more diverse and natural.Fur WorkflowGolaem includes an advanced procedural fur workflow with skinned fur which can be deformed along the character animation and bone chains.This workflow is compatible with most of the major fur simulation solutions (Xgen, Yeti, Ornatrix,…) and proprietary engines provided they can be imported within Maya as curves (or Alembic curves).Houdini WorkflowGolaem simulations can be brought into Houdini with a dedicated plugin expanding them to real Houdini geometry. The Golaem for Houdini plugin comes with the Golaem Cache Library and Layout Tool for easy imports and modifications directly in Houdini.Look! Golaem characters can even be rendered with Mantra!USD ProceduralGolaem includes a procedural plugin for Pixar’s USD, efficiently loading Golaem characters in the USD pipeline, therefore making them directly usable in many digital content creation tools supporting USD.The Golaem for USD procedural plugin is available for USD Standalone, Houdini and Katana. The procedural code is open source for studios who need to build it themselves.Golaem 8 is compatible with all Maya versions from 2018 to 2022 and provides integrations with 3dsMax, Houdini, Katana, Unreal Engine, and all USD-compatible platforms, like Unity or NVidia Omniverse.The Golaem Crowd Simulation Real-Time simulation engine is available through Golaem for Unreal Engine or as a standalone C++ SDK.Want to try Golaem for free??!Download GolaemGolaem Crowd 7.2.1 for Maya
The Switch Shader allows to vary the RGB output between multiple choices and based on static values or Shader Attributes. It is possible to connect more than 10 RGB input by connecting multiple Switch Shaders together.The Switch Shader is available for all rendering engines under different node types. Those shaders are compatible with the Golaem Render Previz mode.CreationHypershade: For Arnold: CrowdSwitchShaderArnold For Vray: Crowd SwitchShader VRay For Renderman: glmCrowdRMS_RIS_SwitchShader For Redshift: Crowd SwitchShader Redshift For Maya viewport only: Crowd SwitchShader Previz For OSL: available in GolaemDir/shaders/osl/glmSwitchOSL.osl ConfigurationSelector Value of the RGB input to return (if Selector has a value of 1 and Start Offset has a value of 0, Shader 1 is returned). The value of this attribute can be set and controlled per Golaem Entity through an int Shader Attribute Start Offset Offset to apply to the Selector value before returning the corresponding RGB input (if Selector has a value of 11 and Start Offset has a value of 10, Shader 1 is returned) Default RGB input returned if the Selector is out of range Shader 0-9 RGB input at index 0-9Golaem Crowd for Maya - SoftArchive
The glmBatchCrowdSimulationExporter commands is used to export Simulation Cache files in Maya batch mode which can be used to render a crowd simulation. In Batch mode, Golaem Crowd and Maya do not compute/update all their simulation nodes. Thus, to be able to export a crowd simulation in Maya batch it is required to enable the batch mode computation and explicitly update those nodes. To enable the batch mode, it is required to set the environment variable GLMCROWD_BATCH_ENABLE to 1 (for more information about Environment Variables, check here). The command glmBatchCrowdSimulationExporter handles all those settings.Syntax is similar to glmCrowdSimulationExporterFlagsFlags are similar to glmCrowdSimulationExporter.Return ValueThis command returns nothingMEL Examples// batch export Simulation Cache files only between frame 1 and 100glmBatchCrowdSimulationExporter -startFrame 1 -endFrame 100 -crowdFieldNode "crowdField1" -exportFromCache 0 -scExpAttrs "particleId" -scExpName "testScene" -scExpOutDir "N:/tests/export";Python Examplesimport maya.cmds as cmds# batch export Simulation Cache files only between frame 1 and 100cmds.glmBatchCrowdSimulationExporter(startFrame=1, endFrame=100, crowdFieldNode=["crowdField1"], exportFromCache=0, scExpAttrs=["particleId"], scExpName="testScene", scExpOutDir="N:/tests/export")Usage with Maya BatchA MEL file usable by Maya Batch and calling this command can be created by the Simulation Exporter. Once created it can be called using the following system command:pathToMaya\bin\maya.exe -batch -script "pathToMelScript/myCache.batch.mel" -log "pathToLog/batchRender.log". Golaem Crowd 7.2.1 For Maya 2025 2025 Win golaem crowd maya, golaem crowd maya tutorial, golaem crowd maya 2025, golaem crowd for maya free download, golaem crowd for maya 2025 crack, how to install golaem crowd in maya, golaem crowd for maya 2025 DOWNLOAD Golaem Crowd 6.3.1 For Maya Win/Lnx x64 Title: Golaem Crowd 6.3.1 For MayaGolaem Crowd v for Maya
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In multiple high end projects such as The Adams Family, Ford vs Ferrari or Lost In Space Season 2.Golaem 7.3 goes further and enables to really skin the fur with the character and deform it along its animation.Coupled with Golaem physics simulation, it even enables to simulate fur dynamics on a crowd at a very low cost, like in the demonstration video.The workflow is still compatible with most of the major fur simulation solutions (Xgen, Yeti, Ornatrix,…) and proprietary engines provided they can be imported within Maya as curves (or Alembic curves).A complete overview of the workflow can be found in the Golaem Help SectionArtist friendly animation retake in Layout ToolGolaem 7.3 enhances the Golaem Layout Rig Node, which is able to emulate a Maya IK/FK rig on top of any Golaem cached character. This rig can be seamlessly used by animators to retake a character animations within Maya and promote them without going out the crowd pipeline.This new tool enables studios to build libraries of Golaem Population Vignettes so that their Layout team and animators can easily put them in a scene and quickly retake their animation to adapt them to the creative needs.A quick tutorial about how to use these Animation Layers can be found in the Golaem Help SectionLast but not least, Golaem 7.3 also comes with Maya 2020 supportLearn MoreCheck the program of the coming live online event and register HERE! Visit Get a free Personal Learning Edition on
2025-04-14Golaem releases Golaem 8, making its crowd simulation engine available in Unreal Engine, and enhancing its already advanced Previs/Layout capabilities.Recently awarded with an Engineering Emmy Award® acknowledging its contribution to the Television industry (among other productions Game of Thrones, The Walking Dead, Lovecraft Country, Love Death & Robots...), Golaem stays at the bleeding edge of innovation and makes its crowd simulation features available within Unreal Engine in real-time, facilitating interactive usage and Unreal Engine based creation workflows.Golaem 8 also increases the crowd previsualization quality inside the Maya viewport while keeping Golaem great performances. Nicolas Chaverou, Product Manager explains: “Golaem is used by more and more animation studios for all kinds of TV Shows and Feature Films, for example The SpongeBob Movie: Sponge on the Run, Invincibles, Jurassic Park Camp Cretaceous, or My Little Pony: A New Generation…. They need to match a precise ambiance for their shots, and have more advanced needs in terms of character previsualization. I think they will be delighted with the previsualization novelties in Golaem 8. Coupled with the new Layout layers, this will really make it even easier for them to validate their crowds before rendering, and iterate faster.”Real-Time Simulation in Unreal EngineReal-Time Simulation EngineGolaem simulations can now be executed in real-time within Unreal Engine, reacting to player actions, or taking into account changes in the environment.This new workflow speeds up scene creations in Unreal Engine and makes it possible to use Golaem character simulation capabilities for interactive use.Interaction with Unreal Engine BlueprintsThe new Golaem execution engine integrated into Unreal Engine includes Golaem Blueprint nodes, making it possible to create interactions between Golaem and Unreal Engine.This Blueprint integration can be used to trigger events in the Golaem Simulation, or to override placement or simulation parameters.Unreal Engine Character PackTo facilitate the use of Golaem into Unreal Engine, all characters from the Golaem Character Pack are available as ready-to-use Unreal Engine characters, complete with shaders diversity.It literally just takes one minute to setup a Golaem scene in Unreal Engine with fully diverse characters.Viewport Previsualization ImprovementsVisual Diversity in the ViewportGolaem 8 implements shading diversity for all characters, directly in the Maya viewport, while keeping the same performances which made its reputation.Artists will be able to validate the look of their crowd characters directly at simulation step, and use the Golaem Layout layers to override it if needed.Shading Diversity Weights ControlTo make shading repartition more controllable for artists, shading
2025-04-23Diversity has been made controllable thanks to weight sliders similar to the ones used asset repartition.It will help artists come even closer to the final look they desire for their crowd, which can always be 100% artistically controlled thanks to the Golaem Layout shader overrides nodes.Mesh Drive Display ModeGolaem features a new Mesh Drive display mode, generating real Maya geometry for all characters, including all deformations.Artists can check the final look of their scenes before even rendering. Cherry on the cake, thanks to the Mesh Drive display mode, Golaem characters are now renderable with any renderer!DOF / Fog Support in the viewportGolaem 8 adds support for Maya viewport depth of field and fog features with Golaem characters display in order to enhance previsualization quality.Triggers Visual FeedbackEnhancing Golaem visual debug capabilities, Golaem 8 can now display in real-time the behavior triggers status in the Behavior Editor.Artists can click on any character in the crowd and follow how their behavior is executed, check when events trigger a behavior or not, and debug blocked behaviors.New Layout LayersGroup Trajectory Edit LayerThe Trajectory Edit layer is back! Golaem characters trajectories can be edited after simulation based on director's feedback, or to adapt to changes in the environment. The Trajectory Edit layer features two modes: mesh based and curve based. The mesh based mode enables deforming trajectories with tools like the Lattice Deformer. Curve based mode will be used to draw trajectories with curves, with the added advantage of being able to preserve characters speed while deforming their trajectory.Group Snap-to LayerGolaem Snap-To Layer enables to re-populate a scene with the Golaem Layout Tool. With the Group Snap-To layer artists can place a group of people on each user-defined position.As in the example video, it is particularly useful to populate a battle scene with groups of soldiers!Mirror Layout LayerThe Mirror Layer will mirror a simulation cache geometry and animation. It can be used to adapt an existing cache to a new environment or script, but also on random characters in your scene to generate even more diversity.New Keyframable AttributesGolaem 8 Layout Tool can take keyframes into account on two new layers: Kill and SetMeshAssets.Thanks to the keyframable Kill layer, characters visibility can be animated during the shot in order to make the population evolve.With the SetMeshAssets Layer, characters' equipment or garments can also evolve during the shot.Custom LOD LayersGolaem provides some rules for automatic LOD, but when
2025-04-04New FeaturesNew Physics Override Node in the Character Maker to represent different physics morphologies within the same Character File Motion behavior weights are dynamic when using Golaem Attributes New Golaem HUD in the Maya viewport New tool to assign scene character shaders to a geo proxy New tool to remove character shaders from the scene Entities can now have Perception custom shapesImprovementsApex Cloth simulation is not limited to 32 colliders anymore Improved ChOp Editor usability (autolayout, controls...) Improved GCG skin weights export performance Hidden meshes can be skipped in the Polygon Zone Trigger Added transformation support when exporting a Fur Cache as GFC Added transformation support when exporting a Geometry Cache as GCG Added attributes aliases in the GDA file format USD Bake parameters are now saved in the scene NavMesh Creator tool inherits from the Crowd Manager Crowd Unit when opened the first time Added fur rendering support in the Guerilla Render rendering plugin Added Character Maker helper button in the Motion LocatorBug fixesFixed GCG blendshape export when target does not exist in the scene Fixed GCG animated meshes export with constant keyframe values Fixed blendshape offset when using FBX Character Geometry Fixed Bounding box computation error message when exporting a Character with a Fur Asset Fixed fur assets export in the glmExportCharacterGeometry command Fixed error message when a Character File is invalid in a scene Fixed UI refresh when reexporting a Fur Cache in the Character Maker Fixed mesh append when using relative file paths in the Character Maker Fixed Vector Field Layer not working on entities with a zero height pelvis in the Layout Tool Fixed Vector Field Layer not refreshing properly in the Layout Tool Fixed frames in the GSCB Library File when using the Batch Simulation Exporter command Fixed orientations not being taken into account in the External Entity Locator Fixed a crash when baking meshes with namespaces as USDSkel Fixed a crash when rendering an incomplete Fur Cache Fixed a crash when loading the Golaem and the MayaUSD plugins in Maya 2022 Fixed a crash when using expressions in ChOp Input in the Golaem Engine Fixed a crash when rendering several Simulation Caches in Katana Fixed Sensor attributes export in the Golaem Engine Fixed identifier assignment in the Renderman rendering plugin Fixed export of Maya Curves as Fur Cache Fixed ground adaptation when using Skeleton Overrides Fixed Curve sampling not uniform in the Goto Behavior Fixed Curve sampling not uniform in the Flock Behavior Fixed avoidance when the NavMesh does not match Ground Terrain in the Navigation Behavior Fixed the default size of the Chop Node Library Fixed Terrain export in the Golaem For Unreal pluginRefactoringAdded support for Renderman 24 Added support for Arnold 70 Removed support for Renderman 22 Removed support for Arnold 60 Added contextual menu to the Shaders Shelf icon Removed External Entity Shelf icon (still available for the Golaem Menu) Polygon trigger returns false by default if no active mesh is set Character shaders are now added to a glmShaders
2025-04-08Dealing with LOD, isn’t it more comfortable to set them by directly selecting characters in the viewport?This is what the new LOD layers are about! Just select some characters, add a Layout node, set the desired LOD level, and you are done.Physics / Cloth SimulationTorque on Force BehaviorA Torque attribute was added on the Force Behavior. It brings more realism in the physics simulation and allows artists to control how your characters react to an explosion or other kind of physics events.GPU Real-Time Simulation for Windows/LinuxThanks to its NVidia Apex integration Golaem can simulate clothes in real-time with many characters.Through a partnership with NVidia & Autodesk, Golaem is maintaining the Physx/Apex plugin code and hosts builds for Windows & Linux and for new versions of Maya.And still...Morphology VariationsGolaem provides morphology variations thanks to the Skeleton Overrides feature.Several kinds of morphologies (small, tall, thin, fat...) can be added on a character definition by setting scale ranges for every bone. Users can then control their repartition the same way as other assets, and they can even be mixed to obtain the maximum of variations inside a population.The generated characters definitely look more diverse and natural.Fur WorkflowGolaem includes an advanced procedural fur workflow with skinned fur which can be deformed along the character animation and bone chains.This workflow is compatible with most of the major fur simulation solutions (Xgen, Yeti, Ornatrix,…) and proprietary engines provided they can be imported within Maya as curves (or Alembic curves).Houdini WorkflowGolaem simulations can be brought into Houdini with a dedicated plugin expanding them to real Houdini geometry. The Golaem for Houdini plugin comes with the Golaem Cache Library and Layout Tool for easy imports and modifications directly in Houdini.Look! Golaem characters can even be rendered with Mantra!USD ProceduralGolaem includes a procedural plugin for Pixar’s USD, efficiently loading Golaem characters in the USD pipeline, therefore making them directly usable in many digital content creation tools supporting USD.The Golaem for USD procedural plugin is available for USD Standalone, Houdini and Katana. The procedural code is open source for studios who need to build it themselves.Golaem 8 is compatible with all Maya versions from 2018 to 2022 and provides integrations with 3dsMax, Houdini, Katana, Unreal Engine, and all USD-compatible platforms, like Unity or NVidia Omniverse.The Golaem Crowd Simulation Real-Time simulation engine is available through Golaem for Unreal Engine or as a standalone C++ SDK.Want to try Golaem for free??!Download Golaem
2025-04-23The Switch Shader allows to vary the RGB output between multiple choices and based on static values or Shader Attributes. It is possible to connect more than 10 RGB input by connecting multiple Switch Shaders together.The Switch Shader is available for all rendering engines under different node types. Those shaders are compatible with the Golaem Render Previz mode.CreationHypershade: For Arnold: CrowdSwitchShaderArnold For Vray: Crowd SwitchShader VRay For Renderman: glmCrowdRMS_RIS_SwitchShader For Redshift: Crowd SwitchShader Redshift For Maya viewport only: Crowd SwitchShader Previz For OSL: available in GolaemDir/shaders/osl/glmSwitchOSL.osl ConfigurationSelector Value of the RGB input to return (if Selector has a value of 1 and Start Offset has a value of 0, Shader 1 is returned). The value of this attribute can be set and controlled per Golaem Entity through an int Shader Attribute Start Offset Offset to apply to the Selector value before returning the corresponding RGB input (if Selector has a value of 11 and Start Offset has a value of 10, Shader 1 is returned) Default RGB input returned if the Selector is out of range Shader 0-9 RGB input at index 0-9
2025-04-20