Posted Tue Jul 24, 2012
Cebas announces ThinkingParticles 6, FinalRender 4 GPU memory breakthrough, ThinkingParticles for game engines0 Comments
Shortly after releasing ThinkingParticles 5, Canada-based Cebas announced the features for the upcoming version of its rule-based particle system. The new version will add fluids and softbody to its physics solvers, which, according to Cebas, will enable smaller studios to deliver high quality special effects, such as water and fluids at a much lower cost. In addition, ThinkingParticles 6 will enable users to simulate changes in fluids' state of matter, such as turning oil into ice.
Also of note, Cebas announced that they have achieved significant memory optimization functionality in their FinalRender 4 GPU renderer, which now has the ability to render billions of polygons fast using the minimum amount of memory on a single GPU or with a Multi-GPU setup, overcoming an obstacle most other 3DS Max GPU renderers have.
Finally, Cebas announced ThinkingParticles GE, a version of its rule-based particle system aimed at game engines. The software is an optimized version of ThinkingParticles, aimed at producing real-time particle effects within various game engines available on the market. The first engine supported by ThinkingParticles GE will be Unity with planned support for CryENGINE and Unreal Engine in the near future.
Cebas will be showing its latest developments at this year's SIGGRAPH (booth #314). More at the Cebas website.