Friday, July 29, 2016
Autodesk Rendering the Future: A Vision for Arnold
Marcos Fajardo, Founder of Solid Angle, reveals his vision for Arnold and talks about why he is excited about the future of rendering.
Thursday, July 28, 2016
Tuesday, July 26, 2016
Siggraph 2017 : Physically Based Shading in Theory & Practice
Siggraph university recently published this youtube video for an introduction to "Physically Based Shading in Theory and Practice" all about the physics and math for physical based shading models and renderers.
...and just hours ago they published the Live Talk from this years Siggraph . streamed live July 24th, 2016
...and just hours ago they published the Live Talk from this years Siggraph . streamed live July 24th, 2016
Maya 2017 : "workarounds"
now that maya 2017 has been released to the gen pop, a few bugs and workarounds are popping up on the net.. I will try and keep on top of them and post them here:
- Can't snap objects or pivots to Nurbs Cvs on Curves on Nurbs Objects
This appears to be a VP2.0 issue.. if you change your render mode for your panel to "legacy" it should snap with no issues.
alternatively you can turn on Display - Nurbs - CVS to show nurbs curve and object cvs permenantly, and then snapping will work in VP2.0
- Centering pivot on Clusters results in non-centered pivot ( legacy issue)
- snapping to cluster handles results in offset (VP2.0 issue)
When you try and center pivot on a cluster handle it moves the pivot to the wrong position. I think it's got something to do with the little "C" shape . I just tried a quick solution which is to replace the "weighted node" with a locator in the same position, that has had it's transforms frozen. ( and it appears to work)
- Custom Hotkeys keep getting forgotten
Currently maybe you could use this workaround for the problem: Link a hotkey set to the workspace explicitly. Then the hotkey set will remain after Maya restarts or switching workspaces.
To link a hotkey set to a workspace, you can
1) Open Windows->Workspaces menu
2) Click the option box of the workspace Maya is current in (little cube beside the workspace name).
3) Check on "Enable a Hotkey Set to this workspace"
4) Choose the hokey set you want to link
5) Apply and Close
- slowness when Mash is loaded
unload Mash from your plug-ins if you are not using it, and you should notice a speed increase in Maya
- Arnold Batch Rendering has watermark
Buy a license of Arnold from solid angle https://www.solidangle.com/arnold/arnold-for-maya/
Menu - Render - Render Sequence - as set up in render settings.
https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Changes-to-rendering-in-Autodesk-Maya-2017.html?_ga=1.14307895.187394389.1436452947#MayaRenderQ9
- changes to Maya Rendering FAQ
https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Changes-to-rendering-in-Autodesk-Maya-2017.html?_ga=1.14307895.187394389.1436452947#MayaRenderQ9
- can't select curves in Graph editor
For some reason there is now a default hotkey of "m" to allow you to select curves in the graph editor. So, you can either leave this on, and hold "m" to select curves, or under the "select" menu of the Graph Editor.. toggle the check box for "select curves" on
- UNDO QUE gets flushed (randomly)
I've often heard people complain about this, and I know there are a few scripts and plug-ins out there, that flush and also sometimes shut the undo que off.
but I just learned about a known issue/feature that when you import/reference/load or reload or remove a reference Maya will flush the Undo Que.. This is mainly because those types of actions are I/O based and the undo can't normally handle the memory for full scene undo/redo ( or it would kill your memory)
This includes "dragging" files into Maya, as that acts as an import I/O function
as well as using copy/paste from other open Maya sessions ( ctrl+c , ctrl +v) which also act like "import" . and I know a lot of people do that, but I highly recommend against it, as you lose all control for the import and can lead to all sorts of bad node clashing.
Maya 2017 intro videos ....
Lynda and Autodesk, have teamed up to bring you intro videos for maya 2017..
https://www.youtube.com/user/MayaHowTos/videos
https://www.youtube.com/user/lyndapodcast/videos
I'm sure they'll continue to update their channels,
here are some highlights:
https://www.youtube.com/user/MayaHowTos/videos
https://www.youtube.com/user/lyndapodcast/videos
I'm sure they'll continue to update their channels,
here are some highlights:
Monday, July 25, 2016
Arnold For Maya 2017 1.3.0.1
Basically a whole lot of bug fixes and Maya integration updates !
rather than repeat them, I'll just point you to the solid angle support page
https://support.solidangle.com/display/AFMUG/1.3.0.1
In Maya 2017, Arnold rendering no longer requires a license when executed from Maya interface. This applies for Arnold RenderView, Maya Render View, Sequence Rendering, and Render To Texture. Only batch rendering require an Arnold license to be rendered without watermarks.
Thursday, July 21, 2016
MASH Cube Transformation Demo
Ian Waters from MAINFRAME ( developers or MASH) walks thru a pretty cool cube transition effect that was used in the new Motion Graphics Maya intro
in case you missed it , here is the new intro video from Ben Black of Mainframe
Autodesk Maya Intro from Mainframe (North) on Vimeo.
and here is the how to for the "NAB CUBE" transition effect using MASH for maya
MASH - NAB Cube from Mainframe (North) on Vimeo.
...and here is the Nab 2016 video of Ian and Chris talking about the creation and history of MASH for Maya.
How Mainframe Uses Maya to Stay Ahead in Motion Graphics from Autodesk Media and Entertainment on Vimeo.
Monday, July 18, 2016
Artella Free Franklin Rig
Artella | Free Character from Artella on Vimeo.
Cooperative Animation site Artella just released their royalty free rig "Franklin" into the wild.. take a look and download at the link below!
http://blog.artella.com/post/146362195191/download-our-free-animation-rig-franklin-were
Saturday, July 9, 2016
[job] character rigging TD @ someone's cousin
Job: Maya rigger
Location : remote
Dates: July 18th / 22nd
Duration : 4 - 6 weeks
---- post info ----
Hey guys,I'm looking for a Maya rigger that can work remotely. This Artist will have
to be flexible and willing to work out of the box. No Auto riggers. I have
a pre-existing asset and need the new rig to either be duplicated or one
similar made with like/similar controllers and face shapes and rig. The
ideal candidate will be fast and willing to support the new rig throughout
production...about 1-2 weeks rigging time and 3-4 weeks support after that.
This is also not a "night gig". The ideal Candidate can work or is
available around the business hours of North American Eastern and Central
time zones. West coast is not out of the question if the right candidate is
available. Start date is between the 18th and 22nd.
Email jobs@someonescousin.com
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