Exocortex Fury  is a particle renderer for Autodesk Maya and Autodesk Softimage for Windows (with Linux and Mac OSX support coming soon.) Fury 2 leverages the full power of modern GPUs to deliver exceptional render times without reducing your flexibility nor sacrificing your render quality.


Method Studio




GPU-Accelerated for Maximum Speed

Fury’s architecture is designed around parallelizing the task of rendering millions of particles. Modern graphics processing units have many hundreds of streaming cores which can operate on large sets of data in parallel. By capitalizing on this technology, Fury is able to rasterize particles with motion blur, depth of field, emission and diffuse effects more than 20x times faster than alternatives. We also offload anti-aliasing to the GPU to turn what is normally a very time consuming operation into an instantaneous one. Even with millions particles, renders can often complete in less than 10 seconds, giving artists total flexibility to experiment and reiterate results to get the perfect look.

6M emissive points at full HD
4 seconds for 1920x1080 render
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6M diffuse points with lighting & self shadows
24 seconds for 1920x1080 render
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Production-Proven Quality

Fury's quality has meet the needs of leading productions studios around the world. As a result Fury has been used on top Hollywood blockbusters including Titanic 3D (2012), and The Avengers (2012) and on numerous commercials, including Method Studio ’s work with Verizon seen above.

Fury delivers this quality without sacrificing quick render times. Our render settings provide artists with a host of features to capture a polished and professional look, including the following:

  • Simultaneous diffuse and emissive particles
  • Matte object occlusion
  • Motion blur
  • Depth of field
  • Lighting
  • Self shadowing
  • Shadows cast onto and from geometry
  • Multi-sample anti-aliasing
  • Advanced particle replication
  • .icecache, .pdb, .mc, .prt, and .bin render time cache loading
  • Pass-separated OpenEXR HDR output
Volumetric Bunny Lighting, Matte Shadow Casting, Self-Shadowing and Ground Shadows
Fury uses an advanced voxel lighting system to light arbitrarily large clouds of particles at record breaking speeds. Settings allow artists to fine tune shadow darkness and render quality. Attenuation provides per-light source decay adjustments to achieve any particular look. Geometry shadows and ground shadows supply compositors the tools they need to seamlessly integrate rendered particles into any production pipeline.
Particle Replication
Fury’s particle replication feature is a new way of approaching high density particle rendering. Small clouds of particles can now be organically multiplied at render time to simulate large masses of particles. Values are averaged across particles to maintain the same general look while substantially improving the visual quality of renders.
Particle Replication

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Maya Integration
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Comprehensive Maya Integration
The Maya implementation of Fury makes full use of the settings artists are accustomed to using. Particle materials and per-particle attributes naturally complement the render settings dialog providing an intuitive user experience. Lighting attenuation, batch rendering, render queueing and output are all natively supported with Maya’s pre-existing settings.We also have created a particle loader that you can use to import your RealFlow, Maya, Softimage and Krakatoa particle systems into Maya for rendering by Fury. Stand-in support where the particle set is not required to be loaded fully into Maya will be arriving shortly.
Deep Softimage Integration
Fury for Softimage leverages the flexibility of the ICE system to define and refine the look of its particles. Custom nodes in conjunction with the vast ICE library allow artists to create complex render setups quicker than ever. Use the render region to rapidly preview results and make adjustments to nail the look before final rendering.
Softimage Integration
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Nuke Workflow
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Equipped for Post-Processing
Images rendered in Fury are exported as fully HDR OpenEXR files. This allows compositors access to Fury’s different passes, including beauty and alpha, depth, RGB-encoded positions, albedo and illumination, and ground shadows. Beauty pass images are prepared for easy layering with pre-existing geometry renders so compositors can focus on adjustments rather than workflow. Thus Fury 2 is fully compatible with main workflow utilized by Nuke users.

GPU Requirements
Fury, because it is a GPU-based point renderer, does require a GPU for operation. Specifically, Fury requires a GPU that fully supports OpenGL 3.2. Fury has been tested with NVIDIA GeForce GTX 2xx, 4xx, 5xx and 6xx (and newer!) with great results. Fury also works great with modern NVIDIA Quadro cards, although older ones may not fully support OpenGL 3.2. Fury also works well on AMD Radeon HD 4xxx, 5xxx, 6xxx and 7xxx (and newer!) video cards.

Extensive Documentation and Tutorials 
Included with Fury is professionally crafted documentation customized for both the Maya and Softimage integrations. We have also included detailed tutorials to get you started quickly with your Fury 2 rendering projects.

Specifications & Licensing

System Requirements



OS:  Windows x64

Host software: Maya 2010 or newer, Softimage 2010 or newer



RLM-Based Floating Licenses

Exocortex's plugins now support RLM-based licensing. RLM stands for "Reprise License Manager." Conceptually RLM is similar to the FlexLM/LMtools system that is employed by Autodesk products.

RLM Server Setup

To utilize RLM-based floating licenses, you must have an RLM license server setup.

Quick Start

The following is a quick-start guide to using RLM. This is a very simplistic setup, but it should get you going quickly:

  1. Download Exocortex's RLM tools package (from here ) and unzip it somewhere.
  2. Create a directory in the root drive called "rlmtools", so that it looks like this c:\rlmtools
  3. From the Exocortex RLM Tools package, copy the two exe's for your platform and the *.set file (exocortex.set, rlmutil.exe and rlm.exe) into c:\rlmtools
  4. Start a command prompt and navigate to c:\rlmtools
  5. Run "rlmutil rlmhostid", and you get a host ID. If you have multiple hostids, just use the first one.
  6. Run "rlm" and you get a server name (licenseserver) and license port (5053 - for you, and 5054 - for the webserver).
  7. Fill-in the Exocortex webform for the license with your hostid, license server name, and license port. The webform will generate for you a RLM license file with a *.lic extension.
  8. Place a RLM license file (.lic) in the c:\rlmtools folder, and re-start "rlm" (press Ctrl-C to exit RLM, type "rlm" at the command prompt to run it again.
  9. Firewalls will block RLM license server requests, thus to get going quickly, it is easiest to disable them. Please consult the RLM User Guide for proper firewall configuration.

If you want a permanent RLM license server setup, you will have to install RLM as a service. This can be done via calling "rlm" with the "-install_service" command line option once you know everything is working properly.

Advanced Users

Reprise Software has a detailed online manual that describes how to setup the RLM server and its associated options. It is available online here:

In order to serve licenses to Exocortex products, you require from Exocortex both its vendor specific setting file, which is called exocortex.set and your license files. Exocortex's RLM daemons for both Windows and Linux can be found in the Exocortex RLM Tools package, which can be downloaded from here:

The configuration options related to Exocortex's ISV-specific daemon are fully described in the RLM End User manual above.

Working with other RLM-licensed products

Different RLM licensed products, even from different vendors, can usually be served from the same RLM server. Generally the procedure to server multiple products from the same RLM server installation is straightforward. The main requirement is to place all the license files and all the vendor/ISV specific deamons/*.set files into the same directory. Each license file must specify the same host along with the same host port. It is this shared server port (usually 5053, although it can be customized) which one should specify that each client should connect to.

RLM Client Setup

To setup your clients so that they can check out licenses, you need to configure either the RLM_LICENSEenvironment variable (which is shared by all RLM licensed products) or the exocortex_LICENSE environment variable (which is specific to Exocortex products) so that they are in the form "[port]@[licenseserver]". Once you have done setup the license server as well as the client environment variable, it should be possible to use the RLM floating licenses with your Exocortex products.

There are a number of options for setting these environment variables. You can set it globally on the machine or you can set it specific to Softimage (Go to Softimage setenv and write exocortex_LICENSE=port@licenseserver.)

Disabling Node-Locked Activation to enable RLM

In some cases our node locked activation can prevent you from using your RLM licenses. This can happen when you activate a trial license and then switch over to using RLM during your trial period. This issue is fixed in our more recent plugins, but for earlier plugins you can fix this issue by deleting the *.lic that is located in the equivalent directory:


Resolving issues with RLM Floating Licenses

Exocortex's products that have RLM capabilities will display RLM-specific diagnostic information in the Softimage log when it is looking for an RLM license and one can't be found or accessed. If there are issues with RLM now working, checking the log information can be very helpful in resolving the issue.

If you are unable to resolve the issue, please contact and provide as much detail as you can about your configuration and the error that is occurring.


Additional Info

Upgrades / Support



RFX is available for all your support needs. Call us at 323-962-7400


Related Products

Enhance your pipeline with the following products:

  • Autodesk Softimage
  • Autodesk Maya