4. Please dont forget drag n drop funcionality! Dragging objects to
partitions, shaders to partitions, overrides from partition to partition,
partitions from passes to another pass, and probably a few more I dont
remember now...

5. Light Partitions that work pretty much like the object partitions do



On Fri, Mar 21, 2014 at 10:05 PM, Laurence Cymet <
[email protected]> wrote:

> Thanks for the input guys.  The timing of my inquiry is not ideal, but in
> the interests of moving forward I appreciate you taking the time to speak
> up.
>
> So here's what I'm hearing is missing from Maya re: render layers:
>
>
> 1)      Stability is critical, no more "error parsing argument" broken
> layers, setups must be stable, and clear indications of missing
> dependencies are needed with the ability to address without breaking setups
>
> 2)      Layer overrides (shader assignments, attr changes) need to be made
> on a sub-set of the layer contents (a partition) - not directly on the
> object/attr itself. So that you just have to pop an item into that
> partition to inherit the override. Changes to referenced input scene data
> should clearly indicate what is not included in a partition so that new
> stuff can be easily identified and just be popped into the original
> partition to receive the same overrides.
>
> 3)      All overrides and memberships within a layer need to be clearly
> indicated in one UI (without the requirement to enter the layer)
>
> Don't hesitate to call me out if I'm not getting something - this list is
> to ensure I understand what's missing, don't let me put words in your mouth.
>
> Is there a way we can actually improve on the process? Perhaps overrides
> and assignments could be done conditionally with a dynamic rule? Is a stack
> better than a node graph? Let me know if you have had any wishes in the
> past.
>
> As to the questions raised:
>
> Yes - you can manage overrides with the attribute spreadsheet, which does
> include a newly added filter search function. But as you say, it does not
> clearly indicate what is happening in the layer specifically.
>
> Why are we doing this now and not years ago? A good question that deserves
> an answer.  Maya is as much an "OS for CGI" as it is an out of box DCC (in
> many ways more so), and many Maya customers have built their own scene
> segmentation tools in Maya to accommodate their specific pipeline - so
> improving render layers was not a priority for these customers and the
> focus went elsewhere. Focus has turned back on the out-of-box experience,
> so we are exploring all options for improving this area.
>
>
> Thanks,
>
>
> Laurence
>
>
>
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Ed Manning
> Sent: Friday, March 21, 2014 3:22 PM
> To: [email protected]
> Subject: Re: Softimage to Maya rendering requests
>
> Thanks for speaking up, Laurence.  I'm sure your intentions are good, and
> the effort is appreciated.  We are however, very upset with your bosses'
> decision-making and how it has played out so far.  Please don't take it
> personally.  It is rather a bitter pill that you guys are only speaking to
> us now about this.
>
> Lighting and rendering has been my area of specialization for nearly 20
> years of Softimage use and a bit less than 3 years in Maya.
>
> I would very much like to participate in any discussion you'd like to have
> about possible improvements to Maya's L&R workflow, as I am clearly going
> to have to deal with it more and more.
>
> The primary issue to me, other than render layers simply breaking for
> mysterious reasons (a complaint I hear far often from Maya-only artists
> than my limited Maya experience would have suggested to me), is the
> workflow and organizational overhead required of the user.
>
> For example:  if I want to make a pass in which, say, primary visibility
> is turned off for a variety of objects, regardless of their parenting, in
> Softimage the workflow is:
>
>   1.  make new pass (1 click)
>   2.  select n objects (some # of clicks, possibly some rectangle drags,
> worst case is n clicks)
>   3.  put them in a partition (1 click)
>   4.  put a visibility property onto the partition (one middle-click
> drag&drop)
>   5.  open the visibility property, uncheck primary ray visibility (2
> clicks)
> A total of 6 to (n+5) clicks, with the range heavily biased toward the low
> end.
>
> In Maya, the workflow as I've learned it would be more like:
>
>   1.  select everything (probably one click, maybe with a rectangle drag,
> or one hotkey combination)
>   2.  make a new render layer (1 click)
>   3.  select object #1 (1 click)
>   4.  go to the attribute editor, select the render stats rollout,
> right-click to make a layer override, uncheck primary ray visibility (3
> clicks minimum)
>   5.  repeat steps 3 & 4 (n-1) times
> A total of 2 + (n*4) clicks.
>
> For any number of objects over 1 (!)  the Softimage workflow is much
> easier and faster.  More importantly, by simply looking at the partition
> contents in an explorer view (another thing that would be good to have in
> Maya), I can see at a glance which objects have had their visibility
> overridden. Is there even a way to do this in Maya?
>
> Maybe I could do this through the spreadsheet (which I only just heard
> about)? Can I do the overrides that way, for that matter?  I guess that
> would moot the above comparison of clicks, but it suggests other issues.
> For example, if I'm taking over someone else's work, or even revisiting my
> own from months or years earlier, in Soft I can look at the passes, wonder,
> "hmmm, what's this partition here for?" and open it up to see instantly
> that it's a primary ray visibility override.  If the spreadsheet is the
> only place in Maya where the information can be sifted and represented
> globally for all of the scene, I'd have to know what I was looking for or
> do an exhaustive number of queries and sorts.
>
> Now, I imagine there's a script to help with this.  Assuming there is, I
> guess I could find it somewhere online, download it, turn it into a button,
> and stick it on a toolshelf somewhere.
>
> The thing is, the workflow is RIDDLED with these "little things."  And I
> freelance.  I would have to compile and maintain a substantial library of
> scripts and plug-ins, and be able to install them every time I sit down to
> a new desktop environment, right?  This, in order to do nothing special at
> all, just reduce the time-suckage and annoyance factor.
>
> So, by all means, let's continue the discussion!
>
> Ed Manning
>
>

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