(San Rafael, California--October 27, 2010) Autodesk, Inc., is now shipping Autodesk Beast 2011 middleware*, the first release of the product since the company’s acquisition of Illuminate Labs in July 2010.
Autodesk Beast middleware helps development teams aesthetically enhance their games with a pre-computed global illumination (GI) lighting solution, while helping to avoid complicated and time-consuming lighting setups and to minimize runtime cost.
Autodesk Beast 2011 offers three key component
s that work together to help decrease iteration time and enhance aesthetic quality:
Key features in Autodesk Beast 2011
- LiquidLight — The core baking technology for advanced GI and dynamic relighting of characters
- eRnsT — An interactive editor that helps artists control and explore lighting setups
- DistriBeast — A distribution engine for running renders on multiple machines
- Precomputed GI — Prebake lighting for platform and engine independence, resulting in greater flexibility and portability.
- Aesthetic quality and efficient workflows — Adjust overall scene lighting without bounce lights or ambient fills typically used to “fake” global illumination.
- Robust API (application programming interface) — Integrate Beast into your game engine with a simplified interface.
*Features in Autodesk Beast 2011 middleware may differ from features announced by Illuminate Labs prior to July 2010.