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Buy a perpetual license, or rent one for as long as a project needs it.
Ephere makes Ornatrix, the hair, fur and feather grooming toolset for 3ds Max, Maya, Cinema 4D, Unreal Engine and its own standalone App. Game, film and animation studios have used it in production since its first release.

More than twenty years of shipping software for artists, through many generations of hosts, renderers and hardware.
Ephere starts out with Scene Manager for 3ds Max, and late in the year releases the first Ornatrix prototype.
The first commercial version of Ornatrix ships for 3ds Max, and Blur and other studios use it in production from the first release.
Max.NET opens the 3ds Max SDK to .NET developers, and Zookeeper 1.0 brings a node-based scene manager to 3ds Max.
Ornatrix V2 ships for 3ds Max, and Blur grooms the Far Cry 3 trailer with it.
Ornatrix Maya brings the same grooming stack to Maya, and Lucid Physics is released for 3ds Max.
Ornatrix C4D V1 brings procedural grooming into Cinema 4D.
Ornatrix UE lets artists groom inside Unreal Engine.
Max V9 and Maya V5 add texture painting on hair, braiding and clump editing, and Ornatrix becomes free for students, teachers and schools.
Ornatrix C4D V4 gets the full feature set, and the standalone Ornatrix App enters its closed beta.
We also build software for other companies. For Autodesk we made State Sets, the link between 3ds Max and Adobe After Effects, the Compositor and the .NET API of 3ds Max, and companies such as X-Rite and IKEA have hired us for their own projects.
Blur Studio, Unit Image, Capcom, Ubisoft, Blizzard, Square Enix and many more studios use our tools in their pipelines.
Buy a perpetual license, or rent one for as long as a project needs it.
Floating licenses through our license server, an SDK for your own tools, and support from render farms such as RebusFarm.
Students, teachers and schools use Ornatrix at no cost, so the next generation of artists can learn grooming on it.
Questions on our forums and Discord are answered by the people who build Ornatrix.
Talk to us about licenses for your studio, tools made for your pipeline, or a place on the team.