In true Maya tradition, version 1 probably will be... well... temperament full ;-)
Despite being Maya, this is a step forward render wise.

Rob

\/-------------\/----------------\/

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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