

New BOSS ocean surface simulation toolset in Bifrost The new interactive grooming tools and modifiers aren’t compatible with XGen’s existing spline and groomable spline descriptions, but they can be converted to the older formats via an Alembic cache. Once created, the grooming descriptions and modifiers are standard Maya nodes, and can therefore be manipulated in the Node Editor and all of the interactive groom data is saved to the Maya scene file. The system enables artists to create grooms in real time with a set of standard brush-based tools. Maya’s simulation toolsets have also been overhauled, with XGen – Maya’s system for hair, fur and object instancing – getting new Interactive Groom Splines. It includes retiming and audio editing tools, and the option to build up complex motions in layers. The Time Editor can be used to define the timing – speed, duration, start/stop times, and so on – of animation then, once the timing is finalised, the animation can be baked for use within Maya. Unlike the existing Trax editor, any attribute that can be keyframed within Maya can be brought into the Time Editor as a clip – including cameras and texture properties as well as characters. Key features of Maya 2017 include the new Time Editor, a “comprehensive tool for creating and editing nonlinear animation”, with the option to switch between clip-based and keyframe-level detail. The new features have been announced to coincide with Siggraph 2016.
#Autodesk maya 2017 files in 2016 software#
The release also marks a turning point in rendering policy, with the licence of mental ray previously bundled with the software jettisoned in favour of Arnold, which Autodesk acquired earlier this year.
#Autodesk maya 2017 files in 2016 update#
Part 2 will be a short tutorial about Diffuse/Specular/Glossiness and Albedo/Metallic/Smoothness materials and Substances.Īnd the dragon mesh.Autodesk has unveiled Maya 2017, the latest update to its 3D modelling and animation software, adding a new Time Editor for editing animations, and updates to the Bifrost and XGen simulation toolsets. Set the path, the format and the resolution.The automatically generated textures are created in a Temp folder. When you are satisfied with the results it is usually a good thing to bake the final versions into a specific folder.

Use the generated Height maps instead of Displacement maps, because it works with Normal maps default settings (Substance Parameters)! The height map automatically connects to the Phong E shader’s Shading Group node. tx converter – you have to use Raw of course.

🙂Īlways use Maya’s Color Management System.
