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  • Maya 2013 DirectX preview from Autodesk

    Is this something you could extract anything from so that it could work with Vray Mtl's and lights?



    It's quite a nice feature to have vector displacement/normal maps directly showing in the viewport like this. Would be awesome if it could be connected to V-Ray somehow.
    /Bard
    www.hellobard.com
    Norwegian Broadcasting Corporation (NRK) - Motion graphics artist

  • #2
    Lets hope Autodesk make it accessible in the API.

    It would be a tragedy for Maya users the world over is this was only for DX shaders, not mental ray or V-Ray or even phong, lambert etc...

    Could you imagine sun + sky + sss shaders, lights, displacement in viewport! Would cut down a considerable amount of test rendering!
    Maya 2020/2022
    Win 10x64
    Vray 5

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    • #3
      while nice example, I've yet to see any viewport that did a true production scene, thus far they appear to all fall apart.
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

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      • #4
        yeah, i agree with morbid actually .
        these viewport examples always look great, but they usually can't be built into mental ray or v-ray so what's the point of autodesk writing them like this? and viewport 2.0 has been a buggy mess since it was released, it's been useless for years already.

        All I really want is a viewport with displacement, interaction with v-ray lights, high texture resolutions and some decent anti-aliasing. 3dsmax seems to have come a little further along in this development...
        /Bard
        www.hellobard.com
        Norwegian Broadcasting Corporation (NRK) - Motion graphics artist

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        • #5
          Yo

          It all comes down to how you use it.

          You can use the DX shaders with Vray shaders. Simply use them in shading group as viewport preview and link correct DX shader to Vray shader settings. So that viewport SSS depth that you hange in DX mode can also change VraySSS mode too and you can get similar results. Don't forget you are asking for a non physically accurate shaders(DX) to match production shader. (side note I might be wrong here... gotta recheck it if a shell material still exist lol)s

          Stuff like Displacement(Possibly not sure 100%), interaction with Vlights, high textures and AA can be done just wine in Maya as far as I remember. Question is can you spend 30 min prepping scene and shaders to work for viewport and render or do you just want 1 click solution.

          Viewport 2.0 is being coded by only 1 coder (die autodesk!) so it is still a bit buggy... However it works quite well with gtx 480. It crashes on quatro.
          CGI - Freelancer - Available for work

          www.dariuszmakowski.com - come and look

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          • #6
            Or we can use Vray RT ahah....
            www.deex.info

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            • #7
              my issue with viewport 2 is that while advertised as a grand feature, it doesn't even support an image plane (in 2012) and its like, whats the point to have all these fancy tools but you cant use the most basic maya functions with it?
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment


              • #8
                Originally posted by DADAL View Post
                Yo

                It all comes down to how you use it.

                You can use the DX shaders with Vray shaders. Simply use them in shading group as viewport preview and link correct DX shader to Vray shader settings. So that viewport SSS depth that you hange in DX mode can also change VraySSS mode too and you can get similar results. Don't forget you are asking for a non physically accurate shaders(DX) to match production shader. (side note I might be wrong here... gotta recheck it if a shell material still exist lol)s

                Stuff like Displacement(Possibly not sure 100%), interaction with Vlights, high textures and AA can be done just wine in Maya as far as I remember. Question is can you spend 30 min prepping scene and shaders to work for viewport and render or do you just want 1 click solution.

                Viewport 2.0 is being coded by only 1 coder (die autodesk!) so it is still a bit buggy... However it works quite well with gtx 480. It crashes on quatro.
                ahh see now i was wondering about that as i was looking at the video... if that's how it works, then that's pretty cool... but an ideal solution for both autodesk and v-ray would be to integrate a solution like this directly when adding a standard VrayMtl. but that's in an ideal world huh?

                it's ridiculous that it's a one-man coding effort. are they really developing Maya in little programming islands with no one overseeing the big picture?
                /Bard
                www.hellobard.com
                Norwegian Broadcasting Corporation (NRK) - Motion graphics artist

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                • #9
                  Its certainly explains why its taking 2-3 years to develop and its still not supporting a lot of Maya features
                  Maya 2020/2022
                  Win 10x64
                  Vray 5

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                  • #10


                    Seems our prayers were answered after all... That is exactly what I want!
                    Now hopefully it can be nicely integrated with VrayMtl & lights.
                    /Bard
                    www.hellobard.com
                    Norwegian Broadcasting Corporation (NRK) - Motion graphics artist

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                    • #11
                      Sourcecode for Pixar Subdivision methos


                      https://github.com/PixarAnimationStudios/OpenSubdiv


                      Vlado gogogogo =D
                      CGI - Freelancer - Available for work

                      www.dariuszmakowski.com - come and look

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                      • #12
                        i don't think that everyone may use catmull-clark subdivs in their software....seems only to be allowed when u are using opensubdiv as well....correct me if i'm wrong?!? Or is this the time when pixar made cc-subdivs open for everyone?
                        OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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                        • #13
                          Originally posted by DADAL View Post
                          Sourcecode for Pixar Subdivision methos


                          https://github.com/PixarAnimationStudios/OpenSubdiv


                          Vlado gogogogo =D
                          We looked at that code, but right now it's of limited use for us for render-time subdivision (f.e. there is no adaptive view-dependent generation of the surface, like we have with our own subdivs); we might have more luck to just take the formulae and reimplement everything from scratch for V-Ray, but that is quite a bit of coding. There is supposed to be another release of the library later on, which may be more useful for us.

                          Best regards,
                          Vlado
                          I only act like I know everything, Rogers.

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