Novedades de Maya 2024 - butic The New School
Ya está disponible la nueva versión Autodesk Maya 2024.
En esta presentación te detallamos cuáles son las mejoras más significativas que tiene esta nueva versión de la aplicación.
Puedes revisar todas las novedades, incluyendo el vídeo de nuevas funciones, aquí: https://www.butic.es/conoce-las-nuevas-funcionalidades-de-autodesk-maya-2024-y-ponte-a-practicar
Ya está disponible la nueva versión Autodesk Maya 2024.
En esta presentación te detallamos cuáles son las mejoras más significativas que tiene esta nueva versión de la aplicación.
Puedes revisar todas las novedades, incluyendo el vídeo de nuevas funciones, aquí: https://www.butic.es/conoce-las-nuevas-funcionalidades-de-autodesk-maya-2024-y-ponte-a-practicar
Image courtesy of Jesus Fernandez Raise the creative bar with next gen tools in Maya Produce content faster and raise the bar of high-quality visuals with new capabilities in Maya. This release brings support for LookDevX, an agnostic material editor that allows you to share materials seamlessly across the pipeline and includes a new, modern, node-based environment for authoring material graphs like USD, MaterialX, and Arnold. Maya also offers you more artistic control with updates to modeling tools like Retopologize and the Boolean toolset, while animation and rigging updates keep you in the creative zone. These updates and new features are also available in Maya Creative. Capabilities in Maya Create photoreal scenes with powerful look development tools LookDevX LookDevX is an agnostic material editor that enables standardized, portable material workflows. It allows you to share materials freely and accurately throughout a pipeline and includes a new, modern, node-based environment for authoring a variety of materials like USDShade, MaterialX, and Arnold. LookdevX Graph The LookDevX graph is an agnostic material graphing environment that currently supports material editing and authoring of USDshade graphs. Features like compounds, multi-level automatic node zoom, duplicating graphs, dedicated property editor, color-managed color pots and color picker, direct material assignment, authoring UI are just some of available toolsets that will you to handle complex USD workflows. USD Direct Material Assignment The Outliner and LookDevX now support the assignment and removal of USD materials to one or more selected Prims in the USD stage. You can create new materials under the “mtl” scope list and control naming using environment variables. Material Subsets are functional and exposed in the USD Stage, but don’t currently support direct material assignment. Additionally, you can add materials to any selected material scope and move materials between scopes.
- Page 2 and 3: Attribute editor USD Material Suppo
- Page 4 and 5: The Time Slider and its associated
Image courtesy of Jesus Fernan<strong>de</strong>z<br />
Raise the creative bar with next gen tools in <strong>Maya</strong><br />
Produce content faster and raise the bar of high-quality visuals with new capabilities in <strong>Maya</strong>. This release brings<br />
support for LookDevX, an agnostic material editor that allows you to share materials seamlessly across the pipeline and<br />
inclu<strong>de</strong>s a new, mo<strong>de</strong>rn, no<strong>de</strong>-based environment for authoring material graphs like USD, MaterialX, and Arnold. <strong>Maya</strong><br />
also offers you more artistic control with updates to mo<strong>de</strong>ling tools like Retopologize and the Boolean toolset, while<br />
animation and rigging updates keep you in the creative zone. <strong>The</strong>se updates and new features are also available in <strong>Maya</strong><br />
Creative.<br />
Capabilities in <strong>Maya</strong><br />
Create photoreal scenes with powerful look <strong>de</strong>velopment tools<br />
LookDevX<br />
LookDevX is an agnostic material editor that enables standardized, portable material workflows. It allows you to<br />
share materials freely and accurately throughout a pipeline and inclu<strong>de</strong>s a new, mo<strong>de</strong>rn, no<strong>de</strong>-based environment<br />
for authoring a variety of materials like USDSha<strong>de</strong>, MaterialX, and Arnold.<br />
Look<strong>de</strong>vX Graph<br />
<strong>The</strong> LookDevX graph is an agnostic material graphing environment that currently supports material editing and<br />
authoring of USDsha<strong>de</strong> graphs. Features like compounds, multi-level automatic no<strong>de</strong> zoom, duplicating graphs,<br />
<strong>de</strong>dicated property editor, color-managed color pots and color picker, direct material assignment, authoring UI are<br />
just some of available toolsets that will you to handle complex USD workflows.<br />
USD Direct Material Assignment<br />
<strong>The</strong> Outliner and LookDevX now support the assignment and removal of USD materials to one or more selected<br />
Prims in the USD stage. You can create new materials un<strong>de</strong>r the “mtl” scope list and control naming using<br />
environment variables. Material Subsets are functional and exposed in the USD Stage, but don’t currently support<br />
direct material assignment. Additionally, you can add materials to any selected material scope and move materials<br />
between scopes.
Attribute editor USD Material Support<br />
<strong>The</strong> Attribute Editor can accurately compose USD materials with regards to UI groups and attribute names. A<br />
<strong>de</strong>dicated Material tab allows you to easily find and manage materials and sha<strong>de</strong>r properties. Custom authored<br />
materials and their UI groups are synced and are accurately represented between the LookDevX Property Editor<br />
and Attribute Editor.<br />
Outliner USD Material Workflows<br />
<strong>The</strong> Outliner has been enhanced to enable a comprehensive material workflow for artists. When performing direct<br />
material assignment, materials are created un<strong>de</strong>r a standardized or user-<strong>de</strong>sired material scope name and are<br />
listed with regards to their compound organisation. You can move materials between scopes, add materials directly<br />
un<strong>de</strong>r your <strong>de</strong>sired scope, and rename or <strong>de</strong>lete selected materials. Multiselected actions are also supported for<br />
material assignment and for graphing materials from the Outliner to LookDevX.<br />
Loading USD Material Graphs in to Look<strong>de</strong>vX<br />
You can easily send USD materials from the Viewport and Outliner to LookDevX for any additional adjustments.<br />
Multiselect actions for graphing materials are enabled from the Outliner. You can also organize your LookDevX<br />
canvas by loading or clearing one or more selected materials.<br />
Supporting different material libraries<br />
LookDevX supports USD Sha<strong>de</strong>, MaterialX and Arnold graphs giving you the flexibility to use various material<br />
libraries. No<strong>de</strong>s are clearly illustrated using <strong>de</strong>dicated icons and prefixes on no<strong>de</strong> types. LookDevX is <strong>de</strong>signed and<br />
engineered as an Open Ren<strong>de</strong>r plugin.<br />
Material authoring workflow<br />
LookDevX is a comprehensive material authoring workflow enabling look <strong>de</strong>velopment artists to express<br />
themselves creatively and give them the ability to experiment with complex shading networks that can used by<br />
other artists down the pipeline. You can control minimum and maximum attribute range, customize the UI or<br />
selectively hi<strong>de</strong> ports.<br />
Produce high-quality visuals with interactive lighting and ren<strong>de</strong>ring tools<br />
Standard Surface<br />
<strong>The</strong> Standard Surface sha<strong>de</strong>r is now the <strong>de</strong>fault sha<strong>de</strong>r for new objects in <strong>Maya</strong>. This offers a better out-of-the-box experience<br />
with quick access to a higher quality, physically based, flexible uber-sha<strong>de</strong>r that can represent a wi<strong>de</strong> range of looks in the<br />
viewport as well as ren<strong>de</strong>rers such as Arnold. This inclu<strong>de</strong>s metals, paint, clay, plastic and more.<br />
Better <strong>de</strong>fault lighting in the Viewport<br />
<strong>The</strong> <strong>de</strong>fault lighting in <strong>Maya</strong> has been improved to give better results with the new <strong>de</strong>fault Standard Surface<br />
sha<strong>de</strong>r. This will enable you to create new objects as well as <strong>de</strong>fault materials and lighting more<br />
easily. Additionally, new settings have been exposed for tuning <strong>de</strong>fault lighting.<br />
OCIO 2.2 Integration<br />
<strong>New</strong> updates to OpenColorIO 2.2 inclu<strong>de</strong> several notable features including new ACES configs with improved accuracy and<br />
user-experience. Ad<strong>de</strong>d support for config archives will enable make sending configs between collaborators more reliable.<br />
Built-in configs will allow convenient access without the need to download a config. Click here for more information.
Create CG assets seamlessly with a robust mo<strong>de</strong>ling toolset<br />
Retopologize Improvements<br />
• Feature Preservation: Preserve features like hard edges, edges by angle, and user-<strong>de</strong>fined edge<br />
Component Tags during the retopologize process. <strong>New</strong> feature preservation options allow you to maintain<br />
specific areas of <strong>de</strong>tail on input mesh and control or gui<strong>de</strong> the resulting edge flow of a retopologized<br />
output mesh.<br />
• Symmetry support: Retopologize meshes that require symmetrical topology using controls for axis and<br />
direction, takes into account world and object space, as well as orientation and pivot offsets. This is useful<br />
for things such as characters and creatures, as well as any hard surface objects that require mirrored<br />
topology on two si<strong>de</strong>s, for example a chair or a mechanical part.<br />
• Mesh Pre-check: A new option called "Scan input mesh for issues" warns you about potential problems<br />
with your mesh or about certain options that may cause un<strong>de</strong>sirable results with a given mesh. Tips will<br />
also be provi<strong>de</strong>d to help you troubleshoot.<br />
Make Live<br />
• Multiple object support: Make Live now supports multiple objects at a time and provi<strong>de</strong>s visual feedback<br />
in the UI to help you i<strong>de</strong>ntify which objects are live, including colored highlighting in the Outliner. You can<br />
target as many objects as you want in the viewport for things like snapping and constraining objects or<br />
components, as well as supporting Quad Draw workflows.<br />
• Quad Draw Improvements: Quad Draw has been updated to work with multiple Make Live objects as well<br />
target meshes that have been set to Smooth Mesh preview mo<strong>de</strong>. You can use Quad Draw to create new,<br />
simplified geometry on top of more complex collections of target meshes such as full characters that are<br />
ma<strong>de</strong> up of many individual pieces like clothing, armor, gear, and more.<br />
Unsmooth Mesh<br />
This new feature allows you to reduce the number of subdivisions of any catmul-clark smoothed, high-res mesh.<br />
You can now reverse the subdivision of more complex meshes while maintaining the overall shape and volume. This<br />
can be useful for creating low resolution versions meshes that have been smoothed and subdivi<strong>de</strong>d during sculpting<br />
process.<br />
Boolean Toolset<br />
Improvements to the Boolean toolset give mo<strong>de</strong>lers more control when adding and editing new input objects in the<br />
Boolean Stack. Additionally, a new Interactive Update option provi<strong>de</strong>s a way to improve boolean performance<br />
while working with complex <strong>de</strong>nse meshes.<br />
Produce life-like performances with mo<strong>de</strong>rn animation workflows<br />
Time Sli<strong>de</strong>r UI/UX Improvements
<strong>The</strong> Time Sli<strong>de</strong>r and its associated tools have been re<strong>de</strong>signed to provi<strong>de</strong> a more intuitive and mo<strong>de</strong>rn experience. This<br />
inclu<strong>de</strong>s improvements to key, waveform and bookmark display, as well as interaction mo<strong>de</strong>s for moving and scaling<br />
keyframes, setting time ranges and more. You will be able to navigate and manipulate the timeline more intuitively and edit<br />
your animations more easily, directly in the Time Sli<strong>de</strong>r.<br />
Animation Curve Brushes in the Graph Editor<br />
<strong>New</strong> brush-based curve editing tools in the Graph Editor let you intuitively shape groups of keys. Using the Grab, Smooth and<br />
Smear tools, you can now interactively sculpt and refine the shape of curves to adjust or clean up existing animation. This is<br />
particularly useful for working with <strong>de</strong>nse animation curve data such as motion capture or baked simulations.<br />
Key and curve editing utilities<br />
Several new key and curve editing features including offset curves, clamp curves and remove keys let you quickly modify the<br />
time and/or value of selected keys, ranges of keys or whole curves.<br />
Interactive Key Scaling Improvements<br />
A new key scaling widget removes the guesswork from the Scale Keys tool by introducing a manipulator as an alternative to<br />
the traditional gestural method. It will also display a value for your keys as you drag, or let you enter a percentage directly in<br />
the numeric value fields. This makes scaling curves and keys more intuitive and allows animators to control scale with more<br />
precision.<br />
Unreal Live Link for <strong>Maya</strong><br />
Stream animation data seamlessly between <strong>Maya</strong> and Unreal 5.1.<br />
Work with precision using enhanced rigging tools<br />
Reor<strong>de</strong>r Rotation<br />
<strong>The</strong> new Reor<strong>de</strong>r Rotation feature lets you change the rotation axes of a selected object and also evaluates and shows the<br />
likelihood of gimbal lock for each. You change the rotation or<strong>de</strong>r of a control after it has been animated or when you don't<br />
want to change the object pose.<br />
Skin Cluster / Component Editor - Multi Skin Clusters<br />
You can now have more than one Skin Cluster on a single piece of geometry, opening the door to many new possibilities for<br />
riggers. Artists will have the ability to easily layer <strong>de</strong>formations like creating a layer for squash and stretch, a layer for<br />
kinematic motions, and another for fine <strong>de</strong>tails. This also opens up possibilities for alternate weighting for a variety of needs,<br />
both technical and artistic.<br />
Paint Skin Weights - Numeric Deformer Weight Visualization<br />
A new Weight Visualization setting in the Paint Skin Weights Tool lets you display weight influence numerically in the<br />
Viewport. Animators and riggers can view and edit the influence of weighting on surrounding joints and influences more<br />
precisely.<br />
Other Rigging Improvements<br />
• Rigging Math No<strong>de</strong>s: A robust set of math no<strong>de</strong>s have been ad<strong>de</strong>d to the suite of utility no<strong>de</strong>s that riggers can<br />
leverage for complex character rigs. This inclu<strong>de</strong>s no<strong>de</strong>s such as sin, pi, cos, log, lerp and many more. <strong>The</strong> no<strong>de</strong>s allow<br />
riggers to combine simple math operations into no<strong>de</strong> graphs that make up complex rig components.
• aimMatrix and blendMatrix improvements: A new matrix setting has been ad<strong>de</strong>d to both the aimMatrix and<br />
blendMatrix no<strong>de</strong>s. SpaceMatrix is a set of Pre and Post Matrix floats that multiply inputs and outputs. This will allow<br />
riggers to create setups without the need for extra multMatrix no<strong>de</strong>s.<br />
Artist-friendly updates<br />
Mac M1 architecture support<br />
Artists on the Mac platform will now be able to run <strong>Maya</strong> on mo<strong>de</strong>rn systems with the latest M1 architecture.<br />
Viewport Panel Filter UI<br />
In the Show Menu of the Viewport, menu items are now sorted into categories in alphabetic or<strong>de</strong>r. You can also save custom<br />
filter presets allowing you to quickly switch between filters in any given viewport to focus on your work.<br />
Hydra for <strong>Maya</strong><br />
This first look of Hydra for <strong>Maya</strong> enables you to use Pixar's Hydra ren<strong>de</strong>ring framework as a viewport insi<strong>de</strong> of <strong>Maya</strong>. This<br />
plugin is part of the USD for <strong>Maya</strong> and is open source. With Storm, you get Hydra's primary rasterization ren<strong>de</strong>r engine which<br />
is highly scalable, multi-pass and inclu<strong>de</strong>s OpenSubdiv mesh ren<strong>de</strong>ring support. With the ren<strong>de</strong>r <strong>de</strong>legate system you also<br />
have the ability to use the ren<strong>de</strong>rer of your choice.<br />
Resources<br />
• Consult the <strong>Maya</strong> <strong>2024</strong> Release Notes for further information.<br />
• Consult the <strong>Maya</strong> Creative <strong>2024</strong> Release Notes for further information.<br />
• Check out What's <strong>New</strong> in <strong>Maya</strong> for a look back at how far <strong>Maya</strong> has come since 2016.<br />
• Check out What’s <strong>New</strong> in <strong>Maya</strong> Creative for a look at how far <strong>Maya</strong> Creative has come.<br />
• Visit the <strong>Maya</strong> Learning Channel for the latest how to’s.<br />
• See how customers around the world are using <strong>Maya</strong> today on AREA by Auto<strong>de</strong>sk.<br />
Auto<strong>de</strong>sk, the Auto<strong>de</strong>sk logo, and <strong>Maya</strong> are registered tra<strong>de</strong>marks or tra<strong>de</strong>marks of Auto<strong>de</strong>sk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names,<br />
product names, or tra<strong>de</strong>marks belong to their respective hol<strong>de</strong>rs. Auto<strong>de</strong>sk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not<br />
responsible for typographical or graphical errors that may appear in this document. © 2022 Auto<strong>de</strong>sk, Inc. All rights reserved.