Highly aggressive rant coming... I need to vent... You don't need to read that. I just needed to put it out there. It's a digital scream in the empty space.
So I sit here setting up the lighting and rendering for a project and I am using Maya 2017 because I moved on and I am also a part of a pipeline so, the fact I am learning Houdini intensively is beyond the point here. Si, I set up very nice shader setup (not without problems, because why the FUCK not) in Redshift. All the bells and whistles of the engine are fine tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as it should. But hey, I got Channel Box right, if it only showed ALL the parameters. So, hey I can always key the value and then fine tune, right? I know, I know, I know. I should update Maya to the newest version and then it should be ok. If it only weren't for the f... pipeline and mid project. Redshift guys said the custom AOV's should be soon, but I can't wait with this project. Hey, there is render setup; Let's use that. What a confusing piece of shit. You can make layers and override plethora of settings including object transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have different render settings. All I can have is an override for separate parts of it. Why is it better? Suddenly if I want to switch Brute Force off for AO layer and it becomes numerical value of 4. WHY? Because it's the number on the list. It took me a while. The best part is while working in pipeline you get different parts from different people. It can happen for someone to make a old layer override on object which according to Autodesk conflicts new Render Setup. The result - all shaders/materials/properties (what's the F... difference) are fucked on opening the scene. All I can see is green. Why do I have to click 3000 times to see the whole shader tree? Why can't it open all at once? Why shader group accepts connection just to drop them on reopening? (explanation is "yeah it does that for some nodes) It does that with AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit. Copy paste works sometimes, not always. Why some nodes show up in material tab even though they're not a materials like displacement? Not to mention that when I have 100 materials I am unable to see which is selected. Highlighting sucks ass. Why do the material balls have to render ALL THE TIME. Why does Maya on startup open all the f... windows of other users? Why when trying to create a render node, whatever it is it always highlights me textures? I didn't ask for this and now I have to deselect it and then search for what I need. I set a project and it's location and when I open file it goes to the other project. WHY? And when I create preferences from scratch for 2017 maya (NOT COPYING THEM) it uses 2016 maya.env anyway. Whatever I do, there are preselections active and enhancements that are actually obstacles to overcome. They are annoying and interfere with my work all the time. Not to mention viewport and all the windows an maya lag as MF. Everything lags in Maya and sometimes I wonder if this is not a work of someone using mushrooms and LSD all at the same time. This is just a small sample of all the problems with this abomination of a software. I mean, who wrote this garbage, who managed it and why are they still working? What year is this? How can anyone sell this with a straight face? Half the shit doesn't work, or not as expected. It's bugged as Trump Tower and people say this is a good version. Mind blown. I've been WORKING on new version of Houdini (v 16) for the past week. This is fucking improvement. What a viewport and network view. It works and it's fast. Artur
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