Archives for posts with tag: c++

StudioNEST Melena is a fur styling and simulation framework based on Autodesk Softimage ICE.
It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/melena.html
Project Page: http://github.com/studioNEST/Melena
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest

StudioNEST Momentum is an integration of the Bullet Physics engine for Autodesk Softimage.

Momentum allows you to do very precise rigid body dynamics with high performance including full control over the simulation using the ICE framework.

http://www.studionestbarcelona.com/

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/momentum.html
Project Page: http://github.com/studioNEST/Momentum
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest

StudioNEST Kratos is a toolset for volumetric as well as polygon-based shattering for Autodesk Softimage. In conjunction with studioNEST Momentum Kratos can be used to create realistic destruction effects.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/kratos.html
Project Page: http://github.com/studioNEST/Kratos
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest

StudioNEST Brigks is a collection of kinematic solvers for Autodesk Softimage.

With StudioNEST Brigks you can build very efficient rigs that don’t require to setup overly complex object hierarchies. Since the source code of the kinematics solvers is provided, implementations of matching kinematic solvers can be achieved for other packages as well as standalone applications.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/briqks.html
Project Page: http://github.com/studioNEST/Brigks
Language: C++
Platform: Windows, Linux
License: LGPL V3
Sponsor: StudioNest

JupiterFileCache (JFC) is a general purpose, multi location, multi process, thread safe file read & write cache library.

This is a C++ library that allows caching files in remote (network) locations onto the local client to speed up future accesses to these files. This reduces network traffic, but also, more importantly disk access, on the server. Modern network infrastructures are rarely the problem, but a server’s disks often don’t cope well when hundreds of clients read large files, often repeatedly, by querying small pieces of data, all at the same time.

It comes with a SWIG interface to be easily accessible through scripting languages (e.g Python) without the need to use a C++ compiler.

RSL shadeop implementation, modeled after the automatic network cache in DNA research’s 3Delight. It allows caching files like textures, point clouds or other heavy data, on a render farm client, automatically, by simply specifying the cache location with an environment variable, or in the RIB (with an option). In your shaders you can use the cacheFile() shadeop. It should work with any renderer that has an RSL shadeop API but was tested & used in production with Pixar’s PhotoRealistic RenderMan.

Project Page: http://code.google.com/p/jupiterfilecache
Language: C++ Python
Platform: Linux, OS X, Windows
License: Creative Commons 3.0 BY-SA
Sponsor: Jupiter Jazz