![]() This will enable you to create new objects as well as default materials and lighting more easily. Better default lighting in the Viewport The default lighting in Maya has been improved to give better results with the new default Standard Surface shader.This includes metals, paint, clay, plastic and more. This offers a better out-of-the-box experience with quick access to a higher quality, physically based, flexible uber-shader that can represent a wide range of looks in the viewport as well as renderers such as Arnold. Standard Surface The Standard Surface shader is now the default shader for new objects in Maya.Produce high-quality visuals with interactive lighting and rendering tools You can control minimum and maximum attribute range, customize the UI or selectively hide ports. Material authoring workflow LookDevX is a comprehensive material authoring workflow enabling look development artists to express themselves creatively and give them the ability to experiment with complex shading networks that can used by other artists down the pipeline.LookDevX is designed and engineered as an Open Render plugin. Nodes are clearly illustrated using dedicated icons and prefixes on node types. Supporting different material libraries LookDevX supports USD Shade, MaterialX and Arnold graphs giving you the flexibility to use various material libraries.You can also organize your LookDevX canvas by loading or clearing one or more selected materials. Multiselect actions for graphing materials are enabled from the Outliner. Loading USD Material Graphs in to LookdevX You can easily send USD materials from the Viewport and Outliner to LookDevX for any additional adjustments.Multiselected actions are also supported for material assignment and for graphing materials from the Outliner to LookDevX. You can move materials between scopes, add materials directly under your desired scope, and rename or delete selected materials. When performing direct material assignment, materials are created under a standardized or user-desired material scope name and are listed with regards to their compound organisation. Outliner USD Material Workflows The Outliner has been enhanced to enable a comprehensive material workflow for artists.Custom authored materials and their UI groups are synced and are accurately represented between the LookDevX Property Editor and Attribute Editor. A dedicated Material tab allows you to easily find and manage materials and shader properties. Attribute editor USD Material Support The Attribute Editor can accurately compose USD materials with regards to UI groups and attribute names.Additionally, you can add materials to any selected material scope and move materials between scopes. ![]() ![]() Material Subsets are functional and exposed in the USD Stage, but don't currently support direct material assignment. You can create new materials under the "mtl" scope list and control naming using environment variables. USD Direct Material Assignment The Outliner and LookDevX now support the assignment and removal of USD materials to one or more selected Prims in the USD stage.Features like compounds, multi-level automatic node zoom, duplicating graphs, dedicated property editor, color-managed color pots and color picker, direct material assignment, authoring UI are just some of available toolsets that will you to handle complex USD workflows. LookdevX Graph The LookDevX graph is an agnostic material graphing environment that currently supports material editing and authoring of USDshade graphs.It allows you to share materials freely and accurately throughout a pipeline and includes a new, modern, node-based environment for authoring a variety of materials like USDShade, MaterialX, and Arnold. ![]()
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