What's New in Rendering and Render Setup

 
 
 

New Viewport 2.0 features

 

Viewport 2.0 now supports animation and rigging features such as HumanIK, joints, motion paths, ghosting and playblast. Image plane support is also included as well as a new depth peeling transparency algorithm. In addition, support for several other shaders and tools, and polygons, NURBS and dynamics features have been added.

Furthermore, Viewport 2.0 now includes widespread improvements in tumble performance of large scenes and in animation performance with large or complicated scenes.

Watch: New Viewport 2.0 features: Part I

Watch: New Viewport 2.0 features: Part II

Watch: New Viewport 2.0 features: Part III

Watch: New Viewport 2.0 features: Part IV

New render passes added

 

Two new multi-render passes have been added: UV pass and world position pass.

A UV pass converts UV values to R/G values and creates a rasterized version of UV space. Using a UV pass, you can replace textures in 3D renderings as a post-process without the need to track new textures in place.

A world position pass converts position (x,y,z) values to R,G,B values. Use the world position pass for relighting workflows in compositing.

NoteYou must save to the openEXR file format when rendering the UV pass and world position pass.

Mandelbrot 2D and 3D textures

 

The new Mandelbrot node allows you to texture your model with the Mandelbrot set. You can create a 2D version of this node (Mandelbrot), a 3D version of this node (Mandelbrot 3D), or shade a fluidShape node using the built-in Mandelbrot texture.

The Mandelbrot set is a set of mathematical points in the complex plane, the boundary of which is an interesting fractal shape. Through this node, you can select the Mandelbrot Set, the Julia set, the Mandelbox set and other hybrid evaluations. Using this node, you can add interesting effects to your Mandelbrot set fractal, such as circles, leaves, points, checker patterns, and Pickover stalks.

Choose among different shading methods and customize the range of the color values used to represent your Mandelbrot set points.

New substance textures and functionality

 

You can now automatically bake a substance texture to disk to render it with mental ray for Maya, IPR, or other 3rd party renderers.

The following new substance textures have also been added:

  • Clouds_2_Animated
  • Impact_01
  • Make_It_Tile
  • metal_plate_009
  • Plasma_Animated
  • Space_Ship
  • Sunshine
  • Water_Drips
  • Waves
  • Windscreen_Glass_01

In particular, the new Make_It_Tile substance texture allows you to easily and seamlessly tile a file texture.

New callbacks command added

The new callbacks command allows you to extend the Maya UI with your own components. Use this command to add your own callbacks to standard Maya hooks without the need to overwrite Maya MEL files. Currently, Maya hooks are provided for the Hypershade, the Create Render Node dialog, and Attribute Editor templates.

See the callbacks command documentation for more information about this command.

Free image planes

You can now create a free image plane. A free image plane is an image plane that is not attached to the camera; one that you can select and transform in your scene. Select Create > Free Image Plane to create one.

mental ray rendering support for GPU cached Alembic files

mental ray supports the rendering of GPU cached Alembic files, including baked diffuse color information if the GPU cache was used to create the Alembic file.

New mental ray BSDF shaders

Built in BSDF (bidirectional scattering distribution function) shaders from NVIDIA mental images are now exposed in Maya. You can find them by selecting Window > Rendering Editors > Hypershade > mental ray > Materials. For more information about these shaders, please see the mental ray shader documentation.

mental ray version 3.10

Maya now uses mental ray version 3.10.