And another ridiculous thing is, Maya added 'Modeling Took Kit'.
It is like a simplified way to model, but it's working like a module. If
someone else have done modeling in Maya, it is too slow process. There are
no simple and easy ways to change manipulate to local, global, normal mode
like SI. Maya 2014 has it now, but it's added as a module...
That's sick. It's containing like a plugin... I see Maya looks like somehow
3DMax...


-------------------------------------------------------------------
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
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On Sun, Mar 9, 2014 at 11:51 AM, Daniel Kim <[email protected]> wrote:

> Maya has pass render and partition of course, but because of its complex
> system, it's kinda useless. It's not easy like Softimage. And you guys will
> find that announcement of Subdivision is not on menu anymore on Maya 2014.
> So, basically, you have to use that 15 years old method 'Smooth' when you
> render like subdivision.
>
>
> -------------------------------------------------------------------
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> -------------------------------------------------------------------
>
>
>
>
> On Sun, Mar 9, 2014 at 11:47 AM, Jonah Friedman <[email protected]> wrote:
>
>> You manually update them by hitting sort or sort all. Also have a check
>> function that checks to see if anything is unsorted and report what.
>>
>> This workflow only works because passes and partitions are so solid and
>> useful, not to mention groups. Maya has no foundation to build this sort of
>> thing on, only sets which are near useless.
>>  On Mar 8, 2014 5:39 PM, "Andy Goehler" <[email protected]>
>> wrote:
>>
>>> Sounds great. How does the "Sort Controller" update the pass? By
>>> callback upon switching to that pass or manually?
>>>
>>> Andy
>>>
>>> On Mar 08, 2014, at 23:35, Jonah Friedman <[email protected]> wrote:
>>>
>>> We have a rule based way of sorting partitions called the "Sort
>>> Controller", originally conceived by Andy Jones. It's been extremely
>>> powerful.
>>>
>>> You write your passes in a simple markup language in a PPG on the pass,
>>> like this. Copy pasting from a real production scene I have open right now-
>>>
>>> Background_Objects_Partition = *
>>> characters = sg_character
>>> set = sg_set
>>> lighting_geo = sg_lighting_geo
>>>
>>> l: Background_Lights_Partition = *
>>> l: env = sg_lEnv
>>> l: key = sg_lKey
>>> l: rim = sg_lRim
>>>
>>>
>>> What that does is puts objects in a group called "sg_character" into a
>>> partition called "characters". So each pass has a sort controller on it,
>>> and the scene can stay sorted by managing the sort groups, called SG by
>>> convention.
>>>
>>> It's been extremely good to us. Other than that, passes and partitions
>>> do their work exactly the way soft is supposed to, except that the
>>> partitions are sorted by the Sort Controller.
>>>
>>> Even our least technical lighters got used to it no problem, and it's
>>> universally loved.
>>>
>>>
>>>
>

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