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USD vs Vrscene for max/maya collaboration

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  • USD vs Vrscene for max/maya collaboration

    I have a client who uses Maya, and im a Max person. Its always been a challenge in the past, and has limited our collaboration to separate projects or clearly defined scene parts which can be comped.

    Of course, we have been testing vrscene, which improves things significantly, however editability is not exactly the strongest point of vrscene, and if there is a shader incompatibility issue, it cannot easily be fixed.

    Ideally, they would provide shaded models which i could animate and incorporate into environments, add particle/fluid effects etc.. then ideally we could decide whether to render the final scene in max or maya.

    One critical aspect is the shaders have to match "100%" between the dcc's. (or at least close, and with the ability to fix errors) ​

    so that brings me to USD.. im wondering if it offers any improvements. both of us need to tweak our software setups before we can really test it out. (diff versions of vray etc)

    From what i have read it seems just what we are looking for.. however it is unclear to me exactly how the workflow would go, and how well it works in practise.

    If he (or i) export a scene with vray materials, lights etc from max/maya and send to the other... will it be like vrscene in that you cant really tweak materials, geometry etc..? or will it give me a full vray material tree which can be edited? can i animate individual objects from his USD scene and vice versa?

    any pointers from those with experience would be appreciated.

  • #2
    I'm in the same boat but using max to houdini largely. If I go the USD route, I can render and pull shader data into houdini for editing but USD will have everything as a generic shader node which vray for houdini won't work with. Vrscene comes in nicely with the only annoyance being matching the max bitmap node functionality takes around 5 nodes in houdini so it can make a very large graph. What I'm hoping is the next move forward though, is there's a new academy shading model that's been announced which would in theory sit inside material x / USD and be supported by all major renderers. This would either replace or sit along side the vray material as a standard shader, a bit like autodesk standard surf or physical material. https://www.aswf.io/blog/academy-sof...-of-materialx/

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    • #3
      Similar here, but we use Maya and some of our suppliers use Max.

      Any news on MaterialX and OpenPBR V-Ray integration?

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      • #4
        OpenPBR's literally just been announced so I'd imagine it'll take at least a few months before we see an implementation of it, unless chaos have been involved early on!

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        • #5
          Insightful.

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          • #6
            Just stick with vrscene.
            USD, MaterialX, OpenPBR, whatever the future tech will never beat vrscene for cross DCC VRay dataa sharing.

            MaterialX don't even have a proper gradient.

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            • #7
              I just wanted to register our interest in VRay supporting MaterialX in Maya USD and Solaris

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