Doesn't sound agressive to me.. 2017-02-16 16:11 GMT+01:00 Artur W <[email protected]>:
> 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 > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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