Maya – desktop wallpapers


I found on my backup CD’s, some very old Maya desktop wallpapers. :)

Download Download Download Download
Download Download Download Download
Download

Posted by toxik on May 07 2012 under Maya, News |


Enabling mip shaders in Maya


Use following MEL-Script command in Script Editor and restart Maya.

optionVar -intValue MIP_SHD_EXPOSE 1;

It’s working with Maya 2008+.
 

  • mip_rayswitch_advanced
  • mip_rayswitch_stage
  • mip_rayswitch_environment
  • mip_card_opacity
  • mip_fgshooter
  • mip_motionblur
  • mip_matteshadow
  • mip_cameramap
  • mip_mirrorball
  • mip_grayball
  • mip_gamma_gain
  • mip_render_subset
  • mip_matteshadow_mtl
  • mip_motion_vector
  • mip_binaryproxy

 
And here are some tutorials and tips:
http://www.puppet.tfdv.com/tutorials/ray_type_optimization_e.shtml
http://lesterbanks.com/2011/03/how-to-use-mip_rayswitch-to-optimize-rendering-in-maya/


Posted by toxik on May 07 2012 under Maya, News |


FumeFX for Maya



In collaboration with Digic Pictures and Luma Pictures, Sitni Sati is pleased to reveal the development of FumeFX for Maya. Each of these respectable facilities’ pipelines are based on Autodesk’s Maya, ensuring that FumeFX for Maya will be ready for production environments. FumeFX for Maya should become available later this year.

http://www.afterworks.com


Posted by toxik on Apr 30 2012 under Maya |


Pyranha 1.1.4 released !


Pyranha
With new Pyranha 1.1.4 is here a new YouTube / Vimeo tutorial to show you how simple it is.


What’s new ?

  • fixed menuItem error
  • fixed missing icons (pyranha.bmp, pyranha.xpm)
  • fixed error if Maya.env variable MAYA_PROJECTS_DIR is None (Maya 8.5 only)
  • new debug mode (for developing only)

  • Check Pyranha here: http://www.toxik.sk/pyranha-scene-browser-for-maya/



    Posted by toxik on Mar 21 2012 under Maya, News, Python |


    nParticles with CUDA (NVIDIA Maximus)


    Read more about NVIDIA Maximus on the blog. Wil Braithwaite, an applied engineer at NVIDIA, demonstrates how new NVIDIA Maximus technology greatly improves the workflow for professionals doing fluid dynamics in Autodesk Maya 2012, providing better productivity and interactivity. NVIDIA Maximus brings together the power of an NVIDIA Quadro Graphics Processing unit (GPU) and the new NVIDIA Tesla C2075 companion processor under a unified technology that transparently assigns work to the right processor and is certified by industry leading application vendors.

    Links:
    http://blogs.nvidia.com/2011/11/nvidia-maximus-set-to-revolutionize-the-workstation/
    http://www.nvidia.com/maximus


    Posted by toxik on Mar 21 2012 under Maya, News |


    BulletDynamica 2.80 released



    Bullet 2.80 includes a preview of the GPU rigid body pipeline by Takahiro Harada, running 100% on the GPU using OpenCL. You can check out the Youtube videos. A new AMD Radeon 7970 Tahiti can simulate 110k objects in real-time between 15-30 frames/second. It also works on recent NVIDIA GPUs with latest drivers.

    Graham Rhodes and Anthony Hamilton contributed a Android/NEON optimized version of Sony Physics Effects, which will be used as a handheld backend in Bullet 3.x. Last but not least, the open source Dynamica Bullet plugin for Maya is now deterministic and has preliminary support for soft body/cloth and convex decomposition through HACD.

    Download: DynamicaBullet 2.80 For Maya 201x-x64.zip

    For more info, see this forum post.


    Posted by toxik on Mar 17 2012 under Maya, News, Plug-ins |


    Maya 2012 announced


    Welcome to What’s New in Autodesk Maya 2012

    Basics

    A newly designed Project Window provides greater flexibility for accessing and editing the location of your project files. An improved default project structure makes it
    easier to manage project directories as well as to create custom directories for plug-in data.

    Assets and File Referencing

    A new Namespace Editor design gives you more control creating and managing the namespace organization of your scene objects. Feature improvements include object lists in a
    pop-up window, better namespace hierarchy display, and more.

    Animation

    Editable Motion Trails provide animators with a fast workflow for editing the position and timing of keys, directly in the Maya scene. Motion trails display with your animated
    models, eliminating the need to leave your scene for the Graph Editor.
    Updates to the Camera Sequencer include a new playlist for more efficient shot management, improved multi-track audio, and the addition of the Ubercam, which lets you quickly
    output all shots to a single camera.
    In addition, several improvements to the Graph Editor provide a more streamlined and familiar curve editing tool, particularly for animators using multiple Autodesk
    applications in a pipeline. New options and preferences include the Auto tangent type, adjacent key snapping, single-click curve editing, plus the  

    Rigging

    New HumanIK character setup tools in Maya improve both keyframing and retargeting workflows, with a focus on visual, intuitive tools, plus streamlined interoperability with
    Autodesk MotionBuilder. Unified tools between Maya and MotionBuilder let you easily retarget motion capture animation from MotionBuilder and apply to rigs set up in Maya.

    Dynamics and nDynamics

    New Fluid Effects simulation methods let you create realistic liquid pouring, splashing, and boiling effects. Other additions to Fluids include new output mesh options,
    improved auto resizing, and a number of new attributes to enhance the look and behavior of your effects.
    Further development of the Nucleus unified simulation framework includes multi-threaded nParticle collisions and nCloth self-collisions for faster performance, per-object
    local gravity and wind for greater control over Nucleus forces, and rigid nCloth shells for small-scale destruction effects.
    The addition of Effects Assets provide a wide range of easy-to-use, customizable effects, including fire, smoke, explosion, dust trail, melt, and fireworks.

    For the Autodesk Maya Entertainment Creation Suites, Dynamics and Effects provides single-step Softimage ICE interoperability which lets you take advantage of the ICE
    (Interactive Creative Environment) to create effects for your Maya scenes.

    Rendering and Render Setup

    You can now easily create render pass nodes through the Hypershade and view the output of these passes directly in the Render View. Furthermore, you can create basic
    compositing graphs using render passes, render targets, and standard Maya shading utility nodes, and visualize the result directly in the Render View or via a batch
    render.
    New Viewport 2.0 features include improved support for most parts of Maya, for example, manipulators, tools, shapes, and nodes. New effects such as screen-space ambient
    occlusion, motion blur, depth of field and multisample anti-aliasing are also included.
    Two new performance options are provided for Viewport 2.0: Use Vertex Animation Cache and Thread Dependency Graph Evaluation.

    You can also preview Ptex textures assigned to any standard Maya shading network texture input in Viewport 2.0.
    In addition, the new Maya Hardware 2.0 renderer allows you to perform command line rendering for Viewport 2.0, or to batch render to disk or to Render View.

    API

    Beginning Maya 2012, you can use the new extension attributes feature to add attributes to a given node class so that they appear as static Maya attributes.
    The API Guide and API reference are now a separate part of the Maya help and includes new features such as: more links from the API Guide to API elements such as classes and
    functions, and color coded syntax in example code in the API Guide.

    One-click Interop

    You can now send new scene data or updates to currently open scenes from Maya to Softimage, MotionBuilder or Mudbox. You can access the new one-click options from the File
    menu.
    File > Send to Softimage
    File > Send to MotionBuilder

    File > Send to Mudbox

    New options added to cmdScrollFieldExecutor command

    New options have been added to the cmdScrollFieldExecutor command, including: a case sensitive replace all, a flag to query the total number of lines, and a flag to enable
    wrapping of the search function. 

    General Performance

    Improvement with MDGContext matrix evaluation: evaluating of multiple matrices within the same frame time is improved.
    Two new options have been provided to improve performance with Viewport 2.0: Use Vertex Animation Cache and Thread Dependency Graph Evaluation. See Renderer > Viewport 2.0
    for more information.
    Performance optimizations reduce save times for Maya Ascii (.ma) files, particularly for scenes containing large meshes.

    Updates to the Project Window

    An improved Project Window makes it easier to organize and customize Maya project files. These updates include:
    Primary and secondary project locations
    When you create a new project from the Project Window, Maya now organizes project files into primary and secondary project locations. Primary project locations provide
    directories for essential project data such as scene files, texture files, and rendered image files. Secondary project locations are sub-directories created in the primary
    locations to provide additional project management.
    You can specify different locations for each primary project directory and secondary project sub-directories, as well as provide custom directory names. A new browse feature
    lets you quickly navigate to the desired location for each project directory.

    Translator and custom data locations
    The Project Window also provides customizable directories for translator data. You can use the default locations or specify custom locations that better correspond to your
    production pipeline.
    You can also add new custom directories to your Maya project using the Add new file rule command.

    Help preferences

    New Help Location options have been added to the Maya Preferences to accommodate the new way that Maya is published.

    Selection preferences

    There are three new modifiers available in the Selection section of the Preferences window:
    Auto-select asset
    Track selection order
    Selection type effects active

    Namespace Editor improvements

    Improvements to the Namespace Editor give you more control creating and managing the namespace organization of your scene objects. The editor features a new tree-view display
    making it easier to view namespace hierarchy.
    Other improvements include:
    List Contents now displays the list of objects in a pop-up window rather than just in the Script Editor window.
    Select All Empty makes it easy to select and operate on all empty namespaces.

    Collapse to Child removes empty ancestor namespaces.
    Set Current provides a visual indicator and control for the current namespace.

    Retry missing reference files

    A Retry option has been added to the Reference file not found window. You can now locate missing reference files, restore them to original referenced location, and then click
    Retry to load them into the scene.

    Send Objects to Mudbox

    You can now send objects from Maya to Mudbox using the Send To options from the File menu. Once you have modified an object in Mudbox, you can then send it back to Maya.
    The one-click functionality allows you to send various forms of data, including meshes and UVs on meshes, to Mudbox. This data can be sent as a new scene or as an update to an
    existing scene.
    The Send to options for Maya is a feature of the Autodesk Entertainment Creation Suites.

    Edit Mesh updates

    There are several new Edit Mesh menu updates, including:

    Project Curve on Mesh

    The Project Curve on Mesh option, which allows you to project curves onto a polygon surface. 

    Split Mesh

    The Split Mesh with Projected Curve option, which allows you to split and detach edges on a polygon surface.

    The Interactive Split Tool, which allows you to split faces on a polygon mesh.  

    Extrude Faces

    The new Curve options in the Extrude Face Options window, which allow you to generate and position a curve automatically.  

    There are new sliders associated with the Show Manipulator Tool, which allow you to modify thickness, offset and division values. See Extrude a polygon face edge or vertex.

    Editable motion trails 

    New editable motion trails let you preview your animation and interactively adjust keyframes within the 3D scene. Motion trails provide a visual representation of keys right
    around your animated models, letting you adjust the timing, keys, tangents, and position of animation directly.
    See Motion trails, Create an editable motion trail and updated Motion Trail Options.

    Graph Editor improvements

    Several new options and preferences have been added to the Graph Editor to enhance curve editing workflows. In particular, animators who work with multiple Autodesk
    applications can expect increased consistency across curve editing tools. Graph Editor improvements include:

    Adjacent key snapping

    A new preference lets you set neighboring keys to automatically align as you edit. Depending on your keyframe editing style, keep Snap Values to Adjacent Keys enabled to make
    similar, adjacent keys snap to identical values. See Snap Value to Adjacent Keys and Snap keys.

    Auto tangent type

    As you move keyframes in the graph view, Auto tangents can automatically self-adjust to ensure smooth transitions, without overshooting maximum and minimum values. Auto
    tangents can save animators valuable time when roughing out animation, as tangents are naturally adjusted to avoid creating spikes. 
    This tangent type is common to several other Autodesk applications, and is the new default tangent type for new keys (set as the Default in tangent and Default out tangent in
    your Animation preferences). 

    Isolate selected curves

    Quickly narrow your focus in the graph view by showing only the curves you want to work with. The new Curves > Isolate Curve option lets you easily view curves for selected
    channels only.

    Scale multiple keys

    The new Region tool provides a simple, more visual mechanism for scaling multiple keys in time and value. Select the Region Tool from the Graph Editor toolbar, select the
    region of curves you want, then drag the region handles to scale. See Region Tool and Scale keys or Scale curves.

    Simplified toolbar option

    The View menu now includes a Classic Toolbar option which toggles the Graph Editor between the classic, full toolbar, and a more simplified toolbar that displays a smaller set
    of options. Switching off Classic Toolbar gives animators who primarily use Maya as part of a suite a more streamlined display of curve editing tools. See Classic
    Toolbar.
    In addition, several Graph Editor icons have been refreshed for this release. 

    Single-click curve editing

    A new Left Mouse Button Alters Selections preference, on by default, lets you adjust selected keyframes with a single click. With this preference enabled, you can simply click
    and drag to move a selected keyframe in the graph view area. This keyframe manipulation mode will be familiar to animators who already use curve editing tools in other
    Autodesk products such as MotionBuilder. See Left Mouse Button Alters Selections and Use single-click curve editing.

    Tangent type feedback

    The Graph Editor now provides visual feedback on the tangent type of selected keys. If all selected keys have the same tangent type, the appropriate tangent icon is
    highlighted in the Graph Editor toolbar. If the selected keys have different tangent types, no feedback displays.

    Camera Sequencer updates

    Ubercam

    Create an ubercam to playback all camera shots in a sequence using a single camera. See Create a single camera for all shots in a sequence.

    When you create an ubercam, the Camera Sequencer bakes camera parameters from each shot to this single camera, letting you conserve camera switches. If you modify the source
    cameras in your shots, simply recreate the ubercam to update.

    Shot Playlist window

    The new Shot Playlist window lets you quickly edit camera shot parameters, such as shot length or the camera used. See Playlist and Change the length of a shot, and Change the
    camera in a camera shot.

    Additional Playblast options

    Resolution Width and Resolution Height added to Playblast Sequence options
    Offscreen render option for playblasting (Playblast Shot, Playblast Sequence, and Re-playblast Shot Options)

    Multi-track audio

    (Windows and Linux only) You can now add multiple audio tracks to a sequence. See Add audio to a sequence.

    Interoperability with Autodesk Smoke

    Several enhancements to the Camera Sequencer let you produce XML files that can be imported in Autodesk Smoke.
    Synchronized Channel Box, Graph Editor, and Time Slider
    Two new items in the Channels menu of the Channel Box let you set whether to synchronize your selections in the Channel Box to the Graph Editor and Time Slider. When Sync
    Timeline Display is on, selecting channels in the Channel Box also filters the Time Slider to display only keys for those channels, and only those selected channels are keyed
    if you set a keyframe. When Sync Graph Editor Display is on, only curves for those selected channels display in the Graph Editor. 

    Craft Animations plug-in

    Maya now includes pre-rigged models of two cars and two planes from Craft Animations, as well as the Craft SoftMotionCam, ObserverCam, MultiStateCam, and HumanizerCam camera
    rigs.
    You can use the vehicle rigs to quickly set up your existing vehicle models for animation, control the vehicles using custom input devices, and record keyframe animation of
    the vehicle actions and your camera rigs.

    Motion capture samples

    The Visor window now includes additional motion capture example files that you can use with the character animation retargeting tools.
    To find the mocap examples, open the Visor (Window > General Editors > Visor) and switch to the Mocap Examples tab. The additional files are organized under male and
    female character groupings in the navigation panel.

    New HumanIK character setup tools

    Two new character setup tools improve your HumanIK character workflow. These tools are designed to build on the existing HIK retargeting workflows, and add new features for
    keyframers, such as keying groups and rig synchronization.
    Select Window > Animation Editors > HumanIK to access these new tools, along with the existing Skeleton Generator tool.
    Characterization Tool
    The new Characterization Tool provides character animators with an improved, more visual tool for mapping and defining the structure of HumanIK characters. See
    Characterization Tool.

    Designed to allow a streamlined, consistent workflow with other Autodesk applications, the Characterization Tool helps to enhance your HumanIK character animation pipeline,
    with improved error reporting and an intuitive, visual interface.

    Character Controls window

    The new Character Controls window gives you a visual interface for interacting with the FK and IK effectors on your Control rigs. See Character Controls.
    The Character Controls let you activate different manipulation and keying modes depending on whether you want to work on the entire body, specific body parts, or only the
    current selection. The Figure representation gives you constant visual feedback on which parts of the character are active for keying, reach and pull values.
    Other controls let you quickly pin and unpin Control rig effectors, create auxiliary and pivot effectors, and adjust the reach and pull properties between a Control rig and
    its retargeting source. 

    MotionBuilder Interoperability 

    You can now use Send to commands to transfer HumanIK character data between Maya and MotionBuilder. This means you no longer need to export your characters from Maya to FBX to
    import them into MotionBuilder. To see the Send to MotionBuilder commands in the Maya File menu, you must have MotionBuilder installed on your computer.
    MotionBuilder interoperability is a feature of the Autodesk Entertainment Creation Suites.  

    Improved joint orientation behavior when moving joints

    When you move joints, the joint rotation axis of the parent is now automatically adjusted so that it continues to point down the bone. A new Automatically Orient Joints
    setting in the Move Skinned Joints Tool and the Move Tool lets you turn this behavior on or off.

    Export and import deformer weights

    You can now export and import deformer weight maps in XML format. New items added to the Edit Deformers menu let you export and import skin weight data, providing an easy way
    to transfer weights from one character mesh to another.

    Effects Assets

    Maya now includes a number of preset effects called Effects Assets. Building on the Maya Asset framework and simulation toolsets, Effects Assets present the most relevant
    attributes for an effect, making them easy to customize for your scenes. Effects Assets are available in the Visor window.

    ICE Interoperability for Maya

    Maya now includes a one-click interoperability workflow that lets you transfer data between Maya and Softimage. Using Send to commands, you can export a scene to Softimage,
    add a Softimage ICE particle or deformation effect, then send the scene back to Maya.
    ICE interoperability for Maya lets you take advantage of the ICE (Interactive Creative Environment) to create effects for your Maya scenes.
    ICE interoperability for Maya is a feature of the Autodesk Entertainment Creation Suites.

    New Nucleus node attributes

    Maya 2012 includes the following new Nucleus node attributes:

    Transform Attributes

    The Nucleus node now includes Transform Attributes and other Maya transform node properties. You can now create parent-child relationships with other objects in your scene.
    When you parent the transform node to another object, the simulation takes place in the local space of the Nucleus node, rather than in worldspace. A Use Transform attribute
    enables the transform properties.
    When Use Transform is on, you can set the Transform Attributes attributes to specify the scene location of the Nucleus gravity and wind. The bounding box at the location
    defined by the Translate X, Y, and Z values determine the area affected by the Nucleus forces.

    Visibility

    When on, arrows appear in the scene to display the location and direction of Nucleus Gravity and Wind. Visibility also displays the location of the Nucleus plane when the Use
    Plane attribute is on.

    PhysX for Maya plug-in

    Maya now includes the NVIDIA® PhysX® for Maya plug-in which lets you take advantage of using GPU-accelerated physics simulations in your Maya scenes. The plug-in lets you
    create dynamic, kinematic, and static rigid bodies from meshes created in Maya. You can then join the rigid body objects with PhysX constraints.
    The PhysX plug-in also includes kinematic ragdoll simulations and APEX Clothing.
    PhysX for Maya is available for Windows systems only.  

    Digital Molecular Matter plug-in for Maya

    The DMM (Digital Molecular Matter) plug-in for Maya from Pixelux Entertainment™ is now included with Maya 2012. The plug-in helps you create highly realistic shatter,
    destruction, and deformation simulations that can include multiple interacting materials. The DMM plug-in available with Maya is a full-feature version with some simulation
    limitations.

    Liquids attributes

    A number of new Liquids attributes let you generate fluid effects that look and behave like real liquids.
    These new attributes include:

    Liquid Method

    New liquid simulation methods let you select a solver that best suits your effect. When Enable Liquid Simulation is on, you can select either Liquid and Air or Density Based
    Mass as your Liquid Method.

    Liquid Min Density

    Specifies the density value at which the solver differentiates between liquid and air when the Liquid and Air simulation method is used. Liquid densities are calculated as
    incompressible fluids while air is fully compressible.

    Liquid Min Density

    Liquid Mist Fall

    Applies a downward force to areas in the fluid that have density lower than the value specified by the Liquid Min Density attribute. When Liquid Mist Fall is set to 0, no
    force is applied. Increasing the attribute value increases the strength of the downward force.

    Mass Range

    Defines the relationship between mass and fluid density when the Density Based Mass simulation method is used. At high Mass Range values, dense regions in the fluid are much
    heavier than the empty regions, simulating a relationship similar to water and air.

    Tension Force

    Applies a force that simulates surface tension based on the density in the grid. Tension Force is similar to Density Tension, but rather than modifying density values, Tension
    Force modifies momentum by adding small amounts of velocity to the fluid.
    You can use Tension Force with Density Tension to create realistic surface tension in your liquid effect.

    Tension Force

    Density Tension

    Smooths ranges of density into round shapes, making the density boundaries more defined in the fluid. You can use Density Tension to create effects that are similar to surface
    tension in liquids.
    Density Tension

    Density Pressure and Density Pressure Threshold

    Applies an outward force to counter the compression that Forward Advection can apply to fluid density, particularly along container boundaries. In this way, the attribute
    attempts to conserve the overall fluid volume with no density loss. For example, in a water tank simulation, fluid may appear to collapse or drain without sufficient Density
    Pressure.
    Density Pressure Threshold specifies the density value at which Density Pressure is applied on a per voxel-basis. For voxels that have density lower than Density Pressure
    Threshold, no Density Pressure is applied.
    Density Pressure and Density Pressure Threshold can also be used with the default fluid solver method when Enable Liquid Simulation is off.
     

    Fluid Output Mesh performance improvements and additions

    Maya 2012 includes meshing performance improvements and new output mesh attributes.

    Mesh Method

    Using Mesh Method, you can now choose the type of polygon mesh used to generate your fluid output mesh.

    Mesh Smoothing Iterations

    You can apply smoothing iterations to your output mesh to increase quality and uniformity of its surface.

    Fluids output mesh performance improvements

    Maya 2012 includes performance improvements when converting an fluid object to a polygon mesh. These improvements are most noticeable when using Triangle Mesh or Quad Mesh as
    the Mesh Method.

    Air/Fuel Ratio

    Sets the amount of air required to completely burn a set volume of fuel. For example, to burn a volume of gasoline requires 15 times more air than fuel. To simulate a gasoline
    fire, set Air/Fuel Ratio to 15.
    You can access Air/Fuel Ratio from the Fuel section of the Contents Details attributes.

    Pressure and Pressure Threshold

    A new Pressure attribute has been added to the Temperature grid to simulate the effect of temperature on gases. The Pressure attribute simulates the increase in pressure that
    results when a gas gets hotter and quickly expands.
    Pressure Threshold specifies the temperature value at which Pressure is applied on a per voxel-basis. For voxels that have temperature lower than Pressure Threshold, no
    Pressure in applied.
    You can access Pressure and Pressure Threshold from the Temperature section of the Contents Details attributes.

    Auto Resize Margin

    Auto Resize Margin specifies the number of empty voxels added between the fluid container boundary and regions of positive density in the fluid. Auto Resize Margin lets fluids
    flow more naturally near auto-resized boundaries and is useful for fast-moving and low density fluids.
    Auto Resize Margin

    Auto Resize In Substeps

    A new Resize In Substeps attribute lets you resize a fluid container each substep. In previous versions of Maya or when Resize in Substeps is off, fluids only resize one voxel
    per simulation step. With Emit In Substeps on, fast moving fluids resize more accurately especially when a higher number of substeps are used.


    Emit In Substeps

    A new Emit In Substeps allows fluid emission to be computed each substep rather than once per step. Emit In Substeps is useful for effects that have fast emission speeds such
    as explosions.

    Fluid playback improvements

    With improvements to the fluid interactive draw, fluid effects now play back faster. Better performance is most noticeable when playing back textured fluids or cached fluid
    effects. The interactive draw improvements also provide faster real-time manipulation (tumble, dolly, rotate) of fluid containers, particularly when using internal lighting
    (Real Lights turned off) for the effect.

    Rigid nCloth shells

    You can now apply Rigidity and Deform Resistance to the individual polygon shells that make up your nCloth mesh. When meshes made from individual polygon shells are converted
    to nCloth, a new Use Polygon Shell attribute enables Rigidity and Deform Resistance on each shell. The shells then behave as individual rigid objects in simulations.

    Use Polygon Shells is useful for creating simple destruction and other rigid self-colliding effects.

    Local Force and Local Wind

    New Local Force and Local Wind attributes let you apply gravity and wind to individual nCloth objects. These forces are applied locally and do not affect other Nucleus objects
    that are assigned to the same solver.
    You can use Local Force to reduce or increase the effects of gravity on specific nCloth objects, making the garments appear lighter or heavier than other articles of a
    character’s clothing. By adding Local Wind, you can create gusts of wind that act on specific areas of a character’s clothing such as a flowing cape.

    Collide Last Threshold

    A new Collide Last Threshold sets whether or not a collision iteration is the last calculation performed each simulated step. Collision Last Threshold helps ensure that nCloth
    collisions with Nucleus objects are resolved at the end of a step, decreasing the chance of bad collisions in the subsequent frames.

    Input Motion Drag

    Using Input Motion Drag, you can now apply a force to an nCloth which is based on the motion of an animated input mesh. This force is derived from the difference between the
    current velocity of the nCloth object and the velocity of its animated input mesh. An Input Motion Drag value of 1 means that the force will cause nCloth object to follow the
    same path as its input mesh. An Input Motion Drag value of 0 has no effect on the nCloth object. You do not need to have Inpu 

    nCloth performance improvements

    Additional Nucleus solver threading improves the performance of nCloth simulations. Better performance is most noticeable when playing back simulations with multiple nCloth
    objects connected to the same Nucleus solver. In this case, computations for self-colliding surfaces and stretch resistance are threaded.

    Paintable attributes

    A number of attributes have been added to the list of paintable nCloth properties. You can now can use the Paint nCloth Attributes Tool to create vertex maps and texture maps
    for the following attributes:
    Bend Angle Dropoff
    Restitution Angle
    Damp
    Lift

    Drag
    Tangential Drag
    nMesh Paint Vertex Properties
    nMesh Paint Texture Properties
    nMesh Convert Texture to Vertex Map
    nMesh Convert Vertex to Texture Map

    Dynamic Properties Maps

    nParticle performance improvements

    Additional Nucleus solver threading improves the performance of nParticle collision detection, making large nParticle simulations faster particularly when Enable Liquid
    Simulation is on, and when nParticles are colliding with other Nucleus objects..

    Local Force and Local Wind

    New Local Force and Local Wind attributes let you apply gravity and wind to individual nParticle objects. These forces are applied locally and do not affect other Nucleus
    objects that are assigned to the same solver.

    Particle color emission enhancements

    You can now use the Texture Emission Attributes, such as Inherit Color or Inherit Opacity to color particles emitted from all emitter types. In previous versions of Maya,
    these attributes can only be used with Surface emitters. To use Inherit Color, Inherit Opacity, or Inherit Incandescence, you must disconnect the corresponding internal
    shading ramp from the nParticleShape node. To do this, in the Per-Particle (Array) Attributes, right-click on the per-particle attribute, and select Break Connection.
    These enhancements are also supported by Maya classic particles.

    New Viewport 2.0 features

    New Viewport 2.0 features include improved support for most parts of Maya, for example, manipulators, tools, shapes, and nodes.
    Two new performance options are provided: The Use Vertex Animation Cache option provides more interactive scrubbing of your animation, and the Thread Dependency Graph
    Evaluation option provides better performance by evaluating separate characters in separate threads.
    New API support for plug-in shapes, hardware shaders, and locators is provided. Approximated support in the viewport is provided for mia_material_* shaders and other mental
    ray shaders. New effects include screen-space ambient occlusion, motion blur, depth of field and multisample anti-aliasing.
    In addition, the new Maya Hardware 2.0 renderer allows you to perform command line rendering for Viewport 2.0, or to batch render to disk or to Render View. You can access the
    Hardware 2.0 renderer from the Render View window, the Render Settings window, the Script Editor, via the command line renderer, or by selecting Render > Batch
    Render. 

    Previewing your composite in the Render View 

    You can now easily create render pass nodes through the Hypershade and view the output of these passes directly in the Render View. Furthermore, you can create basic
    compositing graphs using render passes and standard Maya shading utility nodes, and visualize the result directly in the Render View or a batch render using the new render
    target node.

    Vector displacement maps

    Connect a vector displacement map to your shading group in Maya to create complex sculpted surfaces with displacement in arbitrary directions; for example, to create undercuts
    or overhanging features. You can create vector displacement maps in Mudbox or any comparable software.
    You can use this feature with any Maya or mental ray shader; however, you cannot visualize vector displacement maps in the scene view, and you must render using mental ray for
    Maya.

    Support for Ptex textures

    Maya 2012 provides you with the ability to preview Ptex textures assigned to any standard Maya shading network texture input in Viewport 2.0.

    new mental ray Rendering book

    All mental ray shading and rendering documentation has now been moved to the new mental ray Rendering book. mental ray specific nodes and attributes descriptions have been
    moved to the mental ray node attributes chapter.

    mental ray Rendering

    mental ray support for compressed .tif files
    mental ray for Maya now supports input of LZW compressed .tif texture files.
    EXR version 1.7 support
    The EXR version 1.7 support of channel names of length 252 characters is available in Maya 2012. To utilize this option, create and set the MAYA_EXR_LONGNAME environment
    variable to 1. You must ensure, however, that any other applications you are using also support this standard.

    Extension attributes

    Beginning with Maya 2012, you can use the new extension attributes feature to add attributes to a given node class so that they appear as static Maya attributes.
    You can add or remove extension attributes via the API MDGModifier class. Alternatively, you can do so using the MEL/Python addExtension and deleteExtension commands. 

    New API Help features 

    The API Guide and API reference are now a separate part of the Maya help and can be found at http://www.autodesk.com/maya-sdkdoc-2012-enu. In addition, the API Help includes
    the following new features:
    More links from the API Guide to API elements, for example, classes and functions.
    Color coded syntax in example code in the API Guide.
    API Reference included in table of contents.
    Faster search.


    Posted by toxik on Mar 02 2011 under Maya, News |


    Autodesk Maya 2011 Subscription Advantage Pack


    Autodesk Maya 2011 Subscription Advantage Pack

    It’s same as Autodesk Maya 2011 Service Pack 1 (article), but with some additions below and it’s contain all hotfixies before (1,2,3). Autodesk Maya 2011 Subscription Advantage Pack is full installation of Maya, you need to uninstall old one. If you own subscription, you can download it for free from subscription center.
     
     
    Craft Animation
    The following camera rigs and vehicles from Craft animation are now available with Maya:

    • Craft SoftMotionCam
    • Craft ObserverCam
    • Craft MultiStateCam
    • Craft HumanizerCam
    • LookAtCam
    • ObserverFree
    • 4WheelerFree
    • AirplaneFree

    Allegorithmic Substances
    These textures from Allegorithmic are now available:

    • Aircraft_Metal
    • Asphalt_02
    • Bamboo_Fence
    • Barbwire
    • BrickWall_03 & BrickWall_05
    • Bronze_Copper
    • Brushed_Aluminum
    • Cardboard
    • Ceramic_01 & Ceramic_03
    • Checker
    • Concrete_02, Concrete_03, Concrete_04, Concrete_06, Concrete_08 & Concrete_09
    • Concrete_Pavement
    • Corrugated_Metal
    • Damaged_Marble
    • Diamond_Plate
    • Dry_Ground_01 & Dry_Ground_02
    • Eye
    • Fencing
    • Galvanized
    • Granit_01
    • Grass_01
    • Gravel
    • Grey_Sand
    • kevlar_carbon_fiber
    • Lawn
    • Light_Wood
    • Marble_Wall_01
    • Meteor
    • Modern_Concrete_02
    • Moss_Rock
    • Old_Painted_Planks
    • Painted_Metal_01
    • Painted_Wood_01
    • Pavement_01, Pavement_02, Pavement_06 & Pavement_07
    • Pavement_Path
    • Pebble_Grass
    • Poured_Concrete
    • Prehistoric_Cave
    • Road_01 & Road_02
    • Road_Tarmac_01
    • Rock_02
    • Rock_Pavement_01
    • RockWall_01
    • Roof_Ceramic
    • Rough_Ground
    • Rusty_Metal_Floor
    • Sand_01
    • Scratched_Concrete
    • Slate_Tiles
    • Small_Stones
    • Steel_Sheet
    • Stone_Tiles_02 & Stone_Tiles_03
    • Stones_01
    • Turned_Leather
    • Varnished_Wood
    • Volcano_Rock
    • Wood_Chipboard
    • Wood_Planks_01 & Wood_Planks_02
    • Woven_Leather
    • Woven_Metal

    Mocap samples
    This release includes 70 new motion capture sample files.
    You can find the new files by selecting the Mocap Example tab in the Visor. The Visor is in the General Editors in the Window menu.

    EXR compression
    Maya now supports these OpenEXR compression methods: RLE, PIZ, ZIP, PXR24. You can select among these in the Render Settings: Common tab, File Output section.

    Modeling
    New updates and additions to the Maya marking menus now make selections to popular modeling tools faster and easier. Improvements to the Detach Component command now make it easier to detach selected edges.

    Dynamics
    Maya now includes a number of preset effects called Effects Assets. Building on the Maya Asset framework and simulation toolsets, Effects Assets present the most relevant attributes for an effect, making it easy to customize for your scene. Effect assets are available in the Visor window.

    Send to Softimage
    ICE Flow for Maya plug-in is a one-click workflow solution that imports Softimage ICE effects directly into Maya. ICE Flow for Maya lets you take advantage of the ICE (Interactive Creative Environment) to create effects for your Maya scenes.


    Posted by toxik on Oct 06 2010 under Maya, News |


    Autodesk Maya 2011 Service Pack 1


    Autodesk Maya 2011 Service Pack 1 is full installation of Maya, you need to uninstall old one and it contain all hotfixies (1,2,3). You can download it here: http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=15770983&linkID=9242259
     
     
     
    172420 Color Chooser forgets RGB/HSV setting
    256814 OSX: Channel box labels are not displayed correctly
    298922 Hi res. cache blend fluid batch render is very slow for advanced frames
    307342 Attach existing fluid cache doesn’t hook up channels properly
    319246 All error messages do not appear via Python.
    335168 iconTextButton -commandRepeatable doesn’t work
    337045 cpsToolbox shelf is squeezed (width/height constraint in shelfLayout command)
    339016 All window redraw on hotbox and marking menu use
    339248 New file browser does not show drive name
    342433 ambientDiffusion + autoresize has pulsing render
    347299 Autosave: Prompt before save should show up only one instance of warning
    348669 Need marking menu updates for new tools and options in 2011
    349676 Batch rendering cached fluid is slow for advanced frames
    350487 Maya crashes when navigating through menus (Mac 64)
    350512 Incorrect self shadowing with auto resize fluid for internal light
    350611 Sequencer XML Export not compatible with Autodesk Smoke
    351488 mi8029: film offset can cause render artifacts
    351769 Remove env variable for enabling active stereo on Vista wnd Windows 7
    351823 CER on Mac 32 stalls
    352066 UI MEL scripts ref to non-existent attributes that simply fail in 2010 crash 2011
    352445 Hide zero columns is broken in component editor
    353062 Initial state and append to cache problems with rigidity and rotation
    353250 64 bit Mac vector render plugin not built for 64 bit Mac
    353405 Sequencer : incorrect shot node names when importing XML file
    353529 Sequencer : wrong duration for movie files in XML files exported from Maya
    353533 Playblast is hardcoded to 24 fps
    353740 Change the default settings for trax colors
    353902 Package into assets (containers) broken for Maya 2011
    353968 Renderview contrast / exposure in wrong colourspace
    354350 “Hidden Geometries Cast Shadows” in renderPass node AE in JP Maya
    354392 Wacom in maya not working under FC12
    354506 Sequencer : Blast sequence doesn’t have resolution control
    354507 Sequencer : need to expose the off screen rendering option
    354683 Text creation broken for Italic and Bold fonts on Mac
    354774 Joint – orientation – doesn’t match previous versions of Maya
    354884 Lost – add option box to menuItem in the middle of a menu
    354954 Mesh reduction crashes Maya
    354966 FBIK giving error messages whenever effectors are being manipulated
    354995 Inserting a menuItem after the last one in a menu crashes Maya
    355105 Render Settings : data entered in Version Label field is lost when reopen scene
    355454 Need interop between python and MQtUtil methods
    355468 Sequencer : audio node should use the name of the audio file, like in Trax
    355599 Maya crashes on calling confirmDialog command
    355614 Display layers not updating properly in OSX
    355726 Info dialog shows “Maya 2010″ for 2011 icon
    355735 Duplicating airField increases the scene file size by a lot
    355937 Problems when reassigning a resizable Fluid cache
    355941 Maya crashes when editing interactive bind
    355956 Renderview overrides all other windows on Mac OS X
    356039 EDL Export is given relative paths by default
    356134 Sequencer XML export is missing timebase element for time code definition
    356140 Sequencer XML export doesn’t use %20 to denote space characters
    356180 timeControl -showKeys fails to find channel box
    356251 Dragging a shelf icon to another shelf deletes the content of the destination
    356253 Changing light type in floating Attribute Editor crashes Maya
    356256 ikBlend causes flip of IK bones in 2011 using anything but XYZ orientation
    356272 The interface stops refreshing or updating
    356275 Sequencer : Error when splitting a shot
    356289 mia_material no longer respects refraction limit
    356477 PIT file isn’t removed after uninstalling Maya
    356500 Scale modifiers on timeline, really hard to see in QT
    356542 Viewport renderer plugins do not work
    356557 mia material ao colorbleed stop FG bounces
    356570 Sequencer : incorrect camera names when importing XML file
    356638 Playblast Sequence Resolution Width/Height should be inversed in UI
    356850 Playblast file rule for movie files is incorrect
    356934 Color picker (eyedropper) doesn’t pick the right color on Windows
    356994 Sequencer : Wrong timecode exported in EDL if Start Frame is not set to 0
    357022 Sequencer : Missing Timecode reading on EDL import
    357023 CER crash when pressing Shift + G hotkey (Mac / Linux only)
    357073 Unwanted blurred reflection with mental ray
    357107 Can’t save playblast files to a path with “.” characters in the name
    357300 Step forward button slower to respond than 2010, has to click twice
    357418 CER crash when loading TGA files with Unicode characters
    357461 Maya auto saves files even though it is not enabled
    357466 MQtUtil::toQString broken
    357681 Problem with “lock asset unpublished” … locking too much
    357755 Trax/Sequencer : text color doesn’t contrast with Clip background
    358055 nParticle into fluid emission is not happening on certain frames
    358064 PaintFX canvas – wrap doesn’t work
    358139 Hotbox crash
    358521 Reference parenting doesn’t stay saved when you re-open file
    358532 Switching between Dope Sheet and Graph Editor crashes Maya
    358542 mental ray incorrectly renders fluid speed
    358620 Alpha/Depth overrides for cameras in Render Settings not available
    358725 OGS viewport does not handle newer GL drivers
    358825 CER crash when drag and drop in the Hypergraph on Mac OSX 64 bit
    358843 UI no longer refreshing when using wacom tablet
    358964 Mesh > Separate crashes Maya with R6025 run-time error
    359040 Hotbox will not drop down after calling renderview from hotbox
    359614 Update FBX to 2011.3
    359678 Hair collision is off by one frame from animation
    359933 GLFunctionTable.cpp doesn’t recognize OpenGL versions properly
    360030 Issue with pop-up menu from within a layoutDialog form
    360248 libfbxassetscore2.so exposes 3rd party boost c++ symbols that conflict with inh
    360997 Maya 2011 color picker defaults to RGB (previous versions of Maya were HSV)
    360999 CER crash when dropping wood texture on Blinn shader
    361381 Empty ramps when reading 2010 particle file into 2011
    361618 Replayblast doesn’t work in AVI and IFF formats
    362007 Batch bake, delete edge then duplicate: vertex color is broken
    362451 mental ray IBL does not properly emit light from an HDR Image/slows renders
    363430 Maya 2011 hotfix 3 on Centos 5.5 breaks the right mouse button pop-up menu
    363762 Detach components works on edges now
    363945 tweak mode does not work well with undo


    Posted by toxik on Oct 06 2010 under Maya, News |


    RenderMan for Maya 4.0 & RenderMan Studio 3.0




    RenderMan for Maya 4.0

    • accelerated performance via the addition of unlimited threading
    • significant acceleration and memory efficiencies from core optimizations to the internal renderer
    • new unified interface for RenderMan Controls
    • support Maya Fluids
    • Maya 2011 compatibility
    • and more

    DOWNLOAD EVAL





    RenderMan Studio 3.0

    • enhanced Slim integration
    • new production-quality shader library
    • relighting GUI built on PRMan’s re-rendering API
    • enhanced co-shader support
    • PSets
    • Ptex compatibility
    • Tractor (distributed render management)
    • and more

    Posted by toxik on Oct 04 2010 under Maya, News, Plug-ins, RenderMan |