About Us...

Introduction

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Marcin Gruszczyk

Browse hundreds of contributed images in our Image Gallery.
SplutterFish's presence in the CG industry dates back to late 2000, when we were the first to demonstrate the viability of affordable, easy to use global illumination rendering tools on the desktop. Prior to that, high-end rendering was limited to those with custom renderers and extreme computing power, or relegated to the most expensive and difficult to use renderer's in the industry.

SplutterFish's flagship product, Brazil r/s (codenamed, "Ghost" at the time), showed that desktop high-end rendering and GI was not only viable, but attractive, and usable by 3d artists everywhere. Brazil™ was quickly adopted by A-List studios for visual effects and film rendering, and has since been adopted by many of the world's top architects, designers, and CG artists.

SplutterFish has grown into a company with a steller reputation for quality products and top-notch support, and Brazil™ has continued to break new ground and establish itself as an industry leading 3d renderer. Now with the introduction of Brazil™ V2, SplutterFish continues that tradition and is expanding development towards artists that use even more applications and in even more fields of discipline.

SplutterFish at a Glance

SplutterFish was founded in 2000

CEO: Chip Stearns

Ownership: SplutterFish is a wholly owned subsidiary of Caustic Graphics Inc.

Worldwide Headquarters: Caustic Graphics Inc. 78 1st Street, Suite 600, San Francisco, CA 94105, USA +1.415.979.9900

Our Products

SplutterFish's flagship product, Brazil™, is available commercially for Autodesk 3ds Max ™, and Rhinoceros 3D™.

Research and Development

SplutterFish prides itself in it's role as an innovator in the computer graphics industry, and as a developer that considers itself a champion of the 3d community. Along with the development of our rendering technology, we commonly work towards the acceptance and adoption of standards like OpenEXR (www.openexr.com) and we go to great lengths to develop supporting software and provide those tools to the community in the most effective way possible.