You can now improve playback performance by ensuring that complex animated objects are not in your current render layer. Alternatively, you can also add these objects to a collection and disable this collection in your current layer. It is no longer necessary to override the visibility of animated objects to improve performance.
You can export the scene Render Settings with the override values in the current render layer by selecting File > Export Visible Layer Render Settings, then import this .json as a preset in a new scene. This feature is also supported for AOVs.
You can also export and import AOVs via the Render Settings window > Presets menu. Menu items in the Presets menu have been renamed to be more intuitive.
When you import or reference a scene that was saved with a render layer set as visible, Maya automatically unapplies its render setup overrides to prevent them from being applied inadvertently. In addition, render setup nodes are no longer included when importing a scene.
A Preferences menu has been added to the Render Setup editor that enables you to easily access the Rendering Preferences while working within Render Setup. You can also open the Render Settings and AOVs settings from the same menu.
Arnold viewport renderingYou can now perform an Arnold region render directly inside the Maya viewport by selecting Renderer > Arnold from the viewport panel menu. Select Renderer > Arnold > to access Arnold RenderView options such as region rendering, Debug Shading, Isolate Selected, and the display of AOVs.
Improved experience creating File nodesWhen creating File nodes using large image files such as HDR images, you can now interrupt s-wa-tch generation by selecting another image file in the File Browser, or click Open to bypass s-wa-tch generation. This eliminates the need to wait for the texture to load.
Viewport 2.0.tx images created from floating point .exr and .hdr files, and loaded via the Maya File texture or mtoa aiImage andaiSkyDome nodes, now display with color accuracy in Viewport 2.0 and the UV Editor.
Bake Deformer skeleton colorizationSkeleton coloring is no longer automatic when you use the Bake Deformer tool. In previous versions of Maya, whenever you created a new skincluster, a color would automatically be assigned to the skeleton.
Now, skeleton coloring is optional. If you want the skeleton to be colorized, use the following flag on the bakeDeformercommand:-colorizeSkeleton = true
Evaluation Toolkit Custom EvaluatorsThe Custom Evaluators section has a new n button that opens a window where you can view a list of nodes claimed by the associated custom evaluator.
- Brand: Autodesk
- Type: Online/Offline
- Operating System: For Windows, For Mac
- Free Required RAM: 2 GB
- Provide Installation Service: Yes
- Training: Live Online, Documentation
Create expansive worlds, complex characters, and dazzling effects with Maya
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