It's not what you asked for but I've got pretty much all Windows builds of
Crate 2010 to 2017 in this archive.

https://d.pr/TTWU.rar

Not what you need now but it might come in handy another week. ;)

I'll ask around for a Linux build over the weekend if it can wait that long.



On 17 February 2017 at 22:11, Michael Amasio <[email protected]>
wrote:

> After an intense amount of arguing I've settled on getting my laptop to
> sit on the network with my soft license intact.  AD wouldn't budge.
> That'll go to crap once we finalize our 2 step authentication for marvel.
>
> Clarisse's is like kakana but better for most things.  It's the most
> backwards architecture I've seen.  But the team is great and they plop
> things in releases we need within a week or two.  We've got our aov's going
> now and that was about we needed.
> I know people looked at it as a layout tool, but I think that's really not
> worth the investment.  If you go with it it should be your renderer.
> They've talked about supporting the substance painter shaders which would
> be really nice.
>
> Their docs are a little weak and their naming is ass-backwards for all the
> api.  Still they're making that cpu sing.  I'm excited to see what happens
> when they get things dumping to the gpu.
>
> We're doing layout in unreal with lo-res geo.  Textures and shaders are an
> approximation of final look.  Hi res assets are pushed live to clarisse
> simultaneously.
> It's still getting on its feet, big snag is ue4 alembic readers on Linux.
>
> Anyone with exp in this area, give me a shout.
>
> Extra plug/extra apology (I can't actually post on this group) anyone have
> the exocortex crate compiled on Linux for Maya 2017?
> On Feb 17, 2017 1:50 PM, "Jonathan Moore" <[email protected]>
> wrote:
>
>> I don't have a huge amount of experience with Katana but I'd say they're
>> very loosely similar. The big difference is that Clarisse at it's heart is
>> a render engine crossed with a compositor and this in turn is connected to
>> a scene description engine. You bring everything thing in as cache files to
>> build your shot and because all assets are referenced in, it can handle
>> poly counts in the billions with ease.
>>
>> The really clever part is that you build and composite your shot within
>> the viewport using the final shot renderer. It's an exceptionally artist
>> focussed way of working and that's probably why it's gaining a strong
>> affinity with environment artists. But that's too narrow a description.
>>
>> I like that's been built from the ground up as a pipeline tool, so it's
>> not weighed down with the baggage of a traditional DCC.
>>
>> They have a very open PLE that you can explore at your leisure and the
>> learning resources they've added recently are excellent.
>>
>> The team behind it include some old school XSI folk. And because they've
>> gained a lot of traction in a relatively short space of time, there's a
>> great vibe about the community. Considering it's a big pipeline grade tool,
>> it luckily doesn't feature Foundry like pricing! :)
>>
>> You should definitely check it out.
>>
>> http://www.isotropix.com/clarisse
>>
>> On 17 February 2017 at 21:08, Artur W <[email protected]> wrote:
>>
>>> Is clarisse katana like application?
>>>
>>> Artur
>>>
>>> 2017-02-17 21:23 GMT+01:00 Jonathan Moore <[email protected]>:
>>>
>>>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>>>>> becoming my favorite over redshift for shear polygon muscle.
>>>>> I had 180 billion polygons (no proxy) in a scene on my laptop the
>>>>> other day. Still running 90 fps like a champ.
>>>>
>>>>
>>>> Absolute agreement. I'm building something right now in Clarisse - 120
>>>> million poly's (Alembic and LWO's and just about to add some VDB's into the
>>>> mix). Not only is the frame rate flying along but the total memory
>>>> registered in Task Manager is a smidge over 900mb.
>>>>
>>>> Really love the way the whole viewport can be the actual render, rather
>>>> than an OpenGL approximation. I think Clarisse and Houdini are a match made
>>>> in heaven and the $999 price for freelancers is ace too. Dreaming of the
>>>> day when we'll have GPU VRAM to cope with all that throughput. Something
>>>> like Redshift inside Clarisse would keep me spinning. ;)
>>>>
>>>> On 17 February 2017 at 19:45, Tim Crowson <[email protected]> wrote:
>>>>
>>>>> How'd that work out, Michael, asking for more Soft licenses?
>>>>>
>>>>> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio <
>>>>> [email protected]> wrote:
>>>>>
>>>>>> There's a no shortage of high paying jobs for houdini fx artists in
>>>>>> Vancouver.
>>>>>> Most studios already have it integrated in their pipelines to some
>>>>>> degree.
>>>>>> Small studios who don't already use it might gripe about the cost,
>>>>>> but the big players lean on it heavily.
>>>>>> Most studios don't have more than one or 2 licenses for c4d.  And
>>>>>> that's for 300+ artists.
>>>>>> Modo has been nice but aside from modeling, it isn't heavily
>>>>>> integrated into a lot of pipelines out here (call me out if I'm wrong)
>>>>>>
>>>>>> I'm on a dev team for a new pipeline in film.  We're really pushing a
>>>>>> lot of real time work flow.
>>>>>> Lots of layout and viewing happens in UE4.
>>>>>>
>>>>>> IMHO the real time rendering is going to start to take over in the
>>>>>> next couple years.  Prerendered UE4 will pass for most TV quality 
>>>>>> animation.
>>>>>> I'm using clarisse's new renderer and it's been a dream.  It's
>>>>>> quickly becoming my favorite over redshift for shear polygon muscle.
>>>>>> I had 180 billion polygons (no proxy) in a scene on my laptop the
>>>>>> other day. Still running 90 fps like a champ.
>>>>>> Maya is still too popular for animation (though soft is still king
>>>>>> for animation), so it never hurts to know a bit.  I find it easy to write
>>>>>> simple tools in Maya.  Though I'm literally throwing a block party the 
>>>>>> day
>>>>>> it dies.
>>>>>>
>>>>>> Testing Ziva dynamics right now too.  It's a dream within a dream.
>>>>>>
>>>>>> Still hanging on for fabric to really come into its own.
>>>>>>
>>>>>> Sidenote: ( I hope this isn't hijacking,  it's related ) I used to
>>>>>> run crowds with ice.  Massive before that.  What's the beat on crowds 
>>>>>> now?
>>>>>> I'm about to run golaem though it's paces but I'm a little rusty on the
>>>>>> crowd scene.
>>>>>>
>>>>>> All that aside...
>>>>>> I just spent 2 days on the phone with autodesk trying to get them to
>>>>>> take my damn money and sell me more soft licenses.
>>>>>> On Feb 17, 2017 8:19 AM, "Andy Nicholas" <[email protected]>
>>>>>> wrote:
>>>>>>
>>>>>> Absolutely. The future feels bright :)
>>>>>>
>>>>>> Great to see so many Softimage guys at the Houdini launch too!!
>>>>>>
>>>>>>
>>>>>> On 17/02/2017 15:15, Oliver Weingarten wrote:
>>>>>> > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
>>>>>> >> I know the feeling… discovery… what an wonderful feeling right?
>>>>>> >>
>>>>>> >>> On 17 Feb 2017, at 11:53, Artur W <[email protected]> wrote:
>>>>>> >>>
>>>>>> >>> Houdini is positively overwhelming. I move around quite
>>>>>> comfortably and yet I feel it is still first base stage.
>>>>>> > Yes..and it feels like evolving with Houdini instead of taking steps
>>>>>> > backward with AD!
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>>>>>
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