Autodesk Maya 2015: Viewport 2.0


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Things just got real! Viewport 2.0 now supports: particles, Maya nHair, Maya nCloth, Maya Fluid Effects, Maya Paint Effects, Maya Toon, projections, and the Wrinkle deformer. And with many Maya artists choosing 2.0 already — we’ve decided to make life simpler for you by making Viewport 2.0 the standard Maya viewport in Maya 2015.
Environment Reality Capture by xRez

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20 responses to “Autodesk Maya 2015: Viewport 2.0”

  1. Very slick – but pardon, what's the point? Does it output rendered frames? With compositing buffers and matte options? Do Vray / Arnold shaders work with it (hardly likely)?

    Then it's a useless toy.

    But great for sales though, right AD? Fixed that destructive Undo queue bug yet? It's going on 13yrs now. But sure, I guess being able to turn off undos is so fucking important that it's worth it turning itself off. Lights still gimbal lock from normal use? Still crash on startup? Oh that's right – you can't make a slick looking tutorial from just fixing your shit up to current standards.

  2. I hope VXGI will be supported in2016!  ..and refraction maybe… (this is posible as a post process using normals). shadows could be better too
    Been playing around with CGFX shaders and viewport 2. with 16x AA sampling, envball reflection and AO it looks amazing. dit not know about floating point
    Hardware 2.0 is already a viable quick renderer- u can get some sick quality in about same time taken to playblast.  VXGI lighting would be the icing on the cake
    makes camera projection much easier too!

  3. Looking forward to trying the vertex cache.  We;re making tons of movies of dancing characters and it's almost impossible to time both face and body in Maya  as it bogs down so much (which is why we used MotionBuilder for this). However I much prefer the Maya UI for hand animating, so this feature may well give us what we need to bring it back, at least anything not mocap.

  4. You speak of Maya Viewport 2.0 as a new main feature since almost 5 years. When do you schedule to do a realtime GPU unbiased nodale render engine like Cycles with baking capabilities? It is way more useful than having good looking particles in the viewport that doesn't look the same in the final render.

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