The DirectX 11 AutodeskUberShader allows you to work with features such as tessellated displacement, translucency, blurred reflections and so forth directly in Maya. Lights and light parameters are automatically connected through implicit light binding. All light modes (default, use selected, use none, use all) are supported, as well as both textured and non-textured modes.
It allows for interoperability between Mudbox and Maya. Using DirectX 11 with Viewport 2.0, you can see the displaced results of your Mudbox model realtime directly in the Maya scene view, without needing to render.
The unified sampling options provide a simplified user interface for the primary sampling settings. Unified sampling unifies spatial and temporal sampling, and performance gains can be expected with motion blur and depth-of-field rendering.
When using unified sampling, you can also create diagnostic framebuffers in a .exr file. This framebuffer allows you to analyze your sampling rate, see the number of samples for each pixel and the time it took to render each pixel.
In addition, mental ray rendering presets are now moved from the Quality tab to the Presets menu of the Render Settings window. The Presets menu is common to all renderers. New mental ray rendering presets are also available.
You can now enable the new Skip existing frames attribute in the Render Settings: Common tab so that the renderer detects and skips over frames that have already been rendered. You can also use the -skipExistingFrames flag with the command line renderer. This feature saves rendering time.
Maya supports source objects with hardware shaders derived from MPxHwShaderNode. You can then use the Transfer Maps functionality to bake a Shaded output map (lit and shaded color map) from a source to a target mesh.
A new Force raytraced camera clipping attribute has been added to the Render Settings: Options tab so that, when enabled, the near and far clipping planes are respected for primary rays shot from the camera when rendering with mental ray for Maya. The option is disabled by default, but can be enabled via the Render Settings: Options tab.
A new Force raytraced camera motion vector computation attribute has been added to the Render Settings: Options tab so that, if you disable Scanline and enable BSP2, you can enable this option to enforce the adding of a camera motion effect to the computed motion vectors.
mental ray for Maya now renders your material assignments correctly when all of the faces of a surface have had a material override. You can revert to legacy behavior by setting an environment variable.
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