Massive at SIGGRAPH 2015
14 August 2015
Many people came to our booth at SIGGRAPH this year. We went for something different with comfortable sofa's and just one big monitor to show the cool new things we're releasing, and a massive Massive 'M'.
Massive 8.0 and Massive for Max
11 August 2015
At SIGGRAPH this year we announced Massive 8.0 and Massive for Max. The Previz feature of 8.0 which can simulate and display 20,000 agents in realtime had many people wondering "really?" and "how?". Perhaps an even bigger game-changer is the ability for anyone to make custom brains in minutes with no previous experience by using our new Parts feature. And due to continued requests from the 3DS Max community we are finally releasing Massive for Max. Massive for Max allows for setting up, simming and rendering Massive shots all from within the familiar environment of 3DS Max. Please see the 8.0 press release for more information.
The Hobbit: The Battle of the Five Armies
3 April 2015
Weta took epic to new levels of quality in The Hobbit: The Battle of the Five Armies. Using Massive they created hundreds of spectacular army and battle shots. Read about how the Weta raised the bar once again in Cinefex #141, and in FXguide #199. And watch out for our exclusive Weta Massive Dept. interview, coming soon.
Massive 7.0 announced and shipping soon
12 August 2014
At Siggraph in Vancouver we announced the next wersion of Massive. Massive 7.0 delivers many big improvements in rendering, animation, user interface, Maya integration and efficiency. Arnold has been added to the list of supported renderers, and rendering performance is in some cases many times faster than before. Please see the 7.0 press release for more information.
Massive 6.0 and Massive for Maya announced
31 July 2013
We are proud to announce Massive 6.0 and Massive for Maya. Massive 6.0 brings many exciting new features such as a completely new user interface, 3D placement tools, automatic action importing and bullet dynamics. Massive for Maya facilitates the creation of Massive simulations and setting up lighting and rendering directly in Maya. This will make it easier for smaller studios to get started with Massive, and easier for larger studios to integrate Massive into their pipelines. A major advantage of Massive for Maya is the ability to bring Massive's famous brains to character animation, providing another vital tool for creating the illusion of life. See the press release for more details.
Massive at Siggraph 2013
10 July 2013
We have some exciting announcements to make this year at Siggraph in Anaheim. We have a booth, number 765, but be warned that it is not the typical Siggraph demo booth. The Massive User Group Meeting will be held on Monday the 22nd of July, so any users who didn't already get an invite please contact us. Further announcements will be made on our website during Siggraph.
Massive at FMX 2013
25 April 2013
Stephen Regelous, Founder and CEO of Massive Software, presented “Massive & The Illusion of Life” as part of the Virtual Humans Forum at FMX 2013 in Stuttgart. In the talk Stephen explained some of the ways that Massive has been utilised for character animation. Instead of autonomous agents for epic scenes, the increasing use of Massive's artificial life technology for creating the illusion of life in animation was explored.
Massive Software announces Massive 5.0
6 August 2012
Massive Software announces Massive 5.0 at Siggraph 2012 in Los Angeles, and also announces the surprise 3DS Max Massive Plugin. Massive 5.0 represents a significant upgrade with many new features such as a new patent pending 3D manipulator, faster simulations, sim scrubbing, 3D Lanes, Terrain animation, Z-up scene support and much more. See the press release for more details.
Massive Software celebrates 10th Birthday
24 May 2012
Massive Software was founded in 2002 and today we celebrated the 10th anniversary of the beginning of our company. During that time our software has been used on hundreds of projects including many major feature films. Along the way we received an Academy Award for contributing to the filmmaking process, and we made many friends. Thanks to all of our users who have helped Massive to become something special. We hope to continue contributing to filmmaking, visual effects and animation for many years to come.
New Ready To Run Car agent
21 September 2011
The new Massive Ready To Run car agent is now available. The car agent has a variety of body shapes, grille and light designs, colour schemes and even includes a driver able to turn the steering wheel with his hands. The agent is able to respond to traffic lights, overtake, and avoid collisions by vision. It uses the Massive Lanes technology to navigate the scene, which provides a simple means for integration with cities, roads, motorways etc.
Digital Domain creates half a million programs using Massive
3 January 2011
For Tron Legacy Digital Domain created hundreds of shots of stunning 3D visual effects, including a coliseum scene with half a million Massive agents. From the January edition of Cinefex magazine, "The coliseum featured a crowd of 500,000 cheering, jumping and yelling spectator programs in the background, realized through a Massive simulation. "There were 70 or 80 agents, with different levels of activity, sizes, shapes, clothes and so forth, just so we'd see some variation in the background. We needed a lot of activity to fill that coliseum background with energy and life."
The Mill sends Massive agents into battle for Merlin
Tuesday 21 December 2010
The Massive Combat Sword agent saw plenty of action recently, appearing in three episodes of season 3 of BBC Merlin TV series. The Mill created epic shots of up to 40,000 characters using a modified version of the off-the-shelf Combat Sword agent. In some of the shots two armies of 4000 to 5000 troops collide in battle. According to The Mill regarding a shot in episode 2 "One of the most challenging shots, here the two armies finally collide. The camera is static and the shot relatively close, so it really shows off the automatic combat behaviour of the sword/shield agent. We used a similar approach of terrain colouring, lanes, flow field and invisible collider agents to guide the densely packed formation through the tight gates and boundaries, then to split to two frontlines… Once the agents were near enough to each other all we had to do was let them do their thing and hack eachother to pieces."
Write The Future
Thursday 27 July 2010
World class visual effects studio The Mill took their pioneering use of Massive to the next level for the epic 3 minute Nike ' Write the Future' spot. Directed by Alejandro Gonzalez Inarritu (21 Grams, Babel), with DP Emmanuel Lubezki (Children of Men), the ad takes people on a journey that dramatically captures that one moment when headlines are written from a single pass, or one strike can bring a nation eternal happiness, while bringing others to their knees. Containing 236 VFX shots, more than 110 Massive shots, the visual effects work was completed in just four weeks. The Mill's Tom Bussell: "On the set, I was a bit nervous about the number of Massive shots planned. So I took lots of video of extras they employed as crowds. In the end we didn't use one single crowd plate - every crowd shot is CG".
Massive 4.0, Supporting V–Ray Rendering, is Now Available
Thursday 18 February 2010
Avatar, Weta Digital & Massive Plants
Wednesday 20 January 2010
James Cameron’s Avatar is the talk of the moment! Here at Massive we are especially proud of the work that Weta Digital have spent the past three years. Massive was used to create the crowds of creatures, humans and in a world first to fill the jungles with plants and trees. Congratulations to Weta Digital for once again taking Massive where no one else has. For more information about Weta Digital's work on the film, including a whole section on the Massive plants and trees, head over to CG Society.