In addition, when dealing with Ambient Occlusion, you might also want to use Weight value from the Specular panel to make you Maya viewport look consistent with Verge3D rendering. Bump Mapping (Normal Camera input in Hypershade).Color (Emission Color input in Hypershade).Roughness (Specular Roughness input in Hypershade).Color or (Base Color input in Hypershade).The following Standard Surface settings are supported in Verge3D: Base Panel Exporting Textures from Substance PainterĪssign the Standard Surface shader node to your material and enable the glTF 2.0 Compatible checker located on the Verge3D panel.Example of a scene made with glTF-compatible materials.įor usage example, check out the following demo from the Asset Store: GLTF Compat. Verge3D for Maya supports glTF 2.0-compliant PBR materials on top of the Standard Surface (or aiStandardSurface) shader. come back of some sort of multilister to display shader of the scene + a good shader lib, with a fast and simple UI without having to start hypershade.GlTF Materials (glTF 2.0-compliant PBR) / Maya better hard surface UV + group stacked UV new alembic plugin with support of all feature of the abc format ( point cloud with custom attribute support ) and a strong alembic repath system better layout / pining / grouping with the node editor and unification of graphs behavior and looks = node editor = hypershade = bifrost graph My personnal wishlist match pretty much it : Personally i don't care too much about new fancy feature, but i would love that they just take notice of the Maya Ideas forum. Maya only start to shine when you need to make lot of people work together at the same time on a project that involve complex assets = big studios. Thanks for extra info oglu, i agree 100%. Maya is cool for large scale teams with strong TD/RD teams, but for freelance it start to loose the edge. I see less and less reason to pay a subscription for assets creation compare to what blender offer now. Maya has switch over the years from the best full featured generalist DCC, to the best animation package. I still love Maya because it's a good generalist DCC, but while i have notice some effort from AD to improve things, i don't see so much vision compare to blender / houdini. Hypershade revamping will probably never happen and fortunatly we have the node editor, but the fact that nobody at AD take notice of how slow the Hypershade has become is a mystery to me. Retopo is ok il will test it, but i bet that quadremesher plugin will do a better job. On the modeling side the hopes introduce by the dev video 5 or 6 years ago with impressive artist friendly feature were never implemented. After 8 years this bifrost for liquids still look like a regression over naiad to me. While the tool they buy 8 years ago was just a stellar nodal workflow FLIP solver. i'm especially sad to witness the slow death of shaderfx this idea of full control over viewport with low level node logic was just brillant.īifrost is evolving but i can't figure how they decide to exclude FLIP liquid of the framework, to give a non nodal workflow only for liquids. the code will start to vegetate slowly without any update / bug fix. Xgen + mash + shaderfx looks to be good client for next abandonware.
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