In true Maya tradition, version 1 probably will be... well...
temperament full ;-)
Despite being Maya, this is a step forward render wise.
Rob
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On 21-4-2016 11:39, Tom Kleinenberg wrote:
Select Shaders in the Outliner, eh? I've missed that feature.
Interested to see how they deal with multiple materials on one
objects. Clusters were... not great, but it's a tricky thing.
Pretty solid improvements all around, from the looks of it. I hope
it's not really crashy.
On 20 April 2016 at 21:32, Ed Schiffer <edschif...@gmail.com
<mailto:edschif...@gmail.com>> wrote:
a better video
https://www.youtube.com/watch?v=AZu-zjtd6PQ
On 20 April 2016 at 01:59, Francois Lord <flordli...@gmail.com
<mailto:flordli...@gmail.com>> wrote:
Ok I just watched the video and I must admit this is pretty cool!
Expressions for collection members, relative overrides with
multiplier
and offset, overrides that can be deactivated...
It looks like Autodesk got some hints from studios that were using
Softimage.
We'll see how it behaves in production, but I say it's promising.
F
On 2016-04-19 02:58 PM, Francois Lord wrote:
> This is the key to success. It made it very simple to work with
> overrides in XSI but it didn't deal well (at all) with
references that
> change all the time. Using expressions is the way forward.
Houdini is
> using expressions in its stylesheets, Katana is using the
equivalent
> with nodes, we are using expressions in our in-house tool at
Framestore.
>
> I remember we had to use very precise workflow rules in XSI
to keep
> scenes clean (back objects partitions always being hidden,
foreground
> partitions always being visible, object matte partitions
being called
> MATTE, etc.)
>
> When you deal with expressions, you need even more rigid rules.
> Otherwise it quickly become an unusable mess. Also, all
objects must
> respect the naming conventions. And artists who don't follow
them must
> be executed.
>
> F
>
> On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>
> > Overrides are procedural in XSI (i.e. string-based) but
in this
> > everything else is expression-based and late-bound, which
means it can
> > deal with references and changing scenes.
>
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