Autodesk Maya 2016

2021年10月22日
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Thank you for downloading Autodesk ® Maya ® 2016 Service Pack 1.
This document describes known limitations, issues, and fixes in Autodesk Maya 2016 Service Pack 1. It is strongly recommended that you read this document before you install this release. For reference, you should save this readme to your hard drive or print a copy.
To view all Maya release notes, see www.autodesk.com/maya-release-notes.
Download link:twenty years working on particles and animation to give the best results, Maya becomes the next 3D g. Maya is arguably the most famous animation software in the history of 3D animation industry, so let’s take a look at what’s new in Autodesk Maya 2016! Please note that Extension 1 and 2 features are available only to current Maya subscribers as part of the extension releases for Maya 2016 software. That is, if a plug-in was created for Maya 2011, it will not work with Maya 2016. Service packs are compatible with their major version and vice versa. For example, a plug-in compiled for Maya 2016 works with a Maya 2016 Service Pack. Maya 2016 Downloads. Product downloads & updates. Downloads for subscribers. Students and Teachers get access to Autodesk software Find free education software. I am trying to download a free 30-day trial for Maya 2016 for windows, 64-bit. After going through the on-line store and entering my credit card.Contents
What’s New
What’s Fixed
Limitations
Additional ResourcesWhat’s NewHardware selection features
If you are writing your own custom shader for use with the dx11Shader or glslShader plug-in in Viewport 2.0, the following semantics have been added that allow your DX11 or GLSL shader to perform hardware selection; for example, semantics that allow you to specify whether selection is to be done at the object level or vertex level. Annotations have also been added that allow you to draw non-material items such as the wireframe and selected edges/vertices components.
Hardware selection is enabled when you run Maya in OpenGL Core Profile mode. Alternatively, you can also set the environment variable MAYA_USE_HARDWARE_SELECTION = 1.
The Maya Developer Kit has been updated to include new versions of the dx11Shader and glslShader plug-in examples. These examples have been updated to illustrate hardware selection. In addition, the glslShader example also supports shadow pass, transparency and advanced transparency passes. Varying inputs are selectable (choice of color or UV sets), and performance is improved.
The Developer Kit is available online at Autodesk Exchange at https://apps.exchange.autodesk.com/MAYA/en/Home/Index. New selection semanticsNameTypeDescription
HWS_PrimitiveBase int
Integer used to generate the color of the object, or the first component, or the first geometry instance. (GPU Instancing must be enabled in the Viewport 2.0 options window.)
Corresponds to: MUniformParameter::kSemanticHWSPrimitiveBase.
HWS_PrimitiveCountPerInstance int Specifies the amount that HWS_PrimitiveBase needs to be incremented for each geometry instance.
Corresponds to: MUniformParameter::kSemanticHWSPrimitiveCountPerInstance.
HWS_ObjectLevel bool Specifies whether selection is to be done at the object level.
Corresponds to: MUniformParameter::kSemanticHWSObjectLevel.
HWS_FaceLevel bool Specifies whether selection is to be done at the face level.
Corresponds to: MUniformParameter::kSemanticHWSFaceLevel.
HWS_EdgeLevel bool Specifies whether selection is to be done at the edge level.
Corresponds to: MUniformParameter::kSemanticHWSEdgeLevel.
HWS_VertexLevel bool Specifies whether selection is to be done at the vertex level.
Corresponds to: MUniformParameter::kSemanticHWSVertexLevel.
HWS_FrontCCW bool Specifies whether a counter clockwise triangle is front facing. Useful when generating fat points or lines.
Corresponds to: MUniformParameter::kSemanticHWSFrontCCW.
HWS_InstancedDraw bool Specifies whether geometry instances are being drawn.
Corresponds to: MUniformParameter::kSemanticHWSInstancedDraw. New supported technique annotationsNameTypeDescription
OverridesNonMaterialItems string (bool)
Specifies if this technique should be used to render non-material items such as the wireframe and the selected edges/vertices components.
This is particularly useful for shading effects that compute displacement for which the object geometry will not match the rendered material, making selection difficult.
false : does not override non-material items (default)
true : used to render non-material items, so that the shader can display UI primitives
See DrawContext in New supported pass annotations below.
Corresponds to: MPxShaderOverride::overridesNonMaterialItems(). New supported pass annotations
New nonMaterialItemsPass and selectionPass contexts are now available for the DrawContext annotation, and a new PrimitiveFilter annotation has been added. NameTypeDescriptionDrawContext string
Specifies that this pass should be enabled only for this draw context.
Multiple passes can have the same DrawContext value.
This can be any string value that matches a pass semantic in MHWRender::MPassContext. For example, the following contexts are supported: colorPass, shadowPass, depthPass, and normalDepthPass.
An empty value (or if DrawContext is not set) is equivalent to setting this annotation to colorPass.
You can now set this annotation to nonMaterialItemsPass for passes used to render non-material items. Set to selectionPass for passes used to select non-material items See OverridesNonMaterialItems in New supported technique annotations above.
PrimitiveFilter string
Specifies that this pass can handle the rendering of the following components:
*
line as fat line (line size > 1)
*
point as fat point (point size > 1)
Can be used to handle edge or vertex components during the rendering pass or the selection pass.
Vertex components are rendered as quads instead of single pixels, and edge components, mostly during pre-selection highlighting, are rendered larger, for better visibility.
This is usually achieved by using a geometry shader to convert lines and points to quads.
fatLine : this pass can render lines as quads
fatPoint : this pass can render points as quads
If there is no pass defined that handles this special case, the default pass that handles the draw context nonMaterialItemsPass or selectionPass is used. Varying attributes for vertex streams
Additional functionality has been added for the GLSL Shader, for use with the COLOR0 and TEXCOORD0-7 semantics. Semantic Type Description COLOR0
float3/4 (dx11Shader)
vec3/4 (glslShader)
Instructs Maya to bind this attribute to the color set vertex buffer. NOTE:
For glslShader only:
Currently, there is only 1 stream available.
While OGSFX is limited to only one color stream defined by the COLOR0 semantic, it is still possible to define more than one color stream by using the TEXCOORDx semantic.
An attribute using the TEXCOORDx semantic that is of a vec3 or vec4 type can be used to convey a color stream to the shader, and an attribute using the TEXCOORDx semantic that is of vec2 type used to convey a UV coordinate stream. TEXCOORD0-7
float3/4 (dx11Shader)
vec 2 or vec3/4 (glslShader)
Instructs Maya to bind this attribute to the UV set vertex buffer.
Currently, there are 8 streams available. NOTE:
For glslShader only:
While OGSFX is limited to only one color stream defined by the COLOR0 semantic, it is still possible to define more than one color stream by using the TEXCOORDx semantic.
An attribute using the TEXCOORDx semantic that is of a vec3 or vec4 type can be used to convey a color stream to the shader, and an attribute using the TEXCOORDx semantic that is of vec2 type can be used to convey a UV coordinate stream. Shader example
The WaterSimulation example has been updated to use the newly added semantics and annotations to demonstrate how to write a shader that performs hardware selection on displaced geometry, and to draw vertex, edge, and face components at their correct displaced positions. For the GLSL version of the shader example, see WaterSimulation.ogsfx in the presetsGLSLexamples folder of the Maya installation directory. For the DX11 version, see WaterSimulation.fx in the presetsHLSL11examples folder.
The following describes the new additions to the GLSL version of the example. To select and draw displaced components
The technique NormalView_Selection demonstrates how to perform hardware selection on displaced components, and to render non-material items (such as wireframe and selected edges/vertices) at their displaced positions.
Hardware selection allows you to select tessellated geometry. In addition, wireframe and components draw with the same outline as the shaded material in the viewport. This technique has 7 different passes.
Before defining the techniques, the #include directive is used to load four shaders as follows. The #include directive allows you to share the same GLSL fragments between different applications, and maintain separate shader code files instead of having to combine them all into one .ogsfx file.
GS_FatLine.ogsfh: This is a geometry shader that converts a line to a rectangle, and therefore allow render lines to be drawn bigger (for example, red pre-selection highlighting edges are drawn larger than dormant edges).
GS_FatPoint.ogsfh: This is a geometry shader that converts a point to a quad, and therefore allow render points to be drawn bigger (for example, vertices are rendered as a square instead of a single pixel).
PS_SolidColor.ogsfh: This is a pixel shader that draws with a solid color.
PS_HWSelection.ogsfh: This is a pixel shader that renders the components during hardware selection, where each component is rendered in a different solid color that is calculated using the object or component ID.
The first 4 passes are used for drawing in the viewport; therefore the PS_SolidColor pixel shader is used.
*Pass pNormal: renders the textured material
*
Pass pNonMaterialItems: renders components such as wireframe and vertices. Components are rendered with a solid color, such as blue for edges of dormant objects and light green for edges of active objects.
*
Pass pNonMaterialItemsFatLine: renders lines using the GS_FatLine geometry shader.
*
Pass pNonMaterialItemsFatPoint: renders points using the GS_Point geometry shader.
The last 3 are used to render components during hardware selection, and therefore the PS_HWSelection pixel shader is used. The PS_SolidColor pixel shader is not used, as these passes are not used to draw in the viewport.
A primitive id (such as vertex id) is used to produce a color to identify the object that is picked. An offscreen buffer is used to store these computed colors so that Maya knows what is picked by the mouse.
*
Pass pNonMaterialItemsSelection: used for selection of components such as wireframe and vertices.
*
Pass pNonMaterialItemsSelectionFatLine: used for selection of fat lines
*
Pass pNonMaterialItemsSelectionFatPoint: used for selection of fat points. Technique and pass annotations
The overridesNonMaterialItems technique annotation specifies that this technique can be used to render non-material items such as the wireframe and components like edges or vertices.
Pass annotations are used to tell the plug-in which pass to use for which render items.
For example:
Therefore, if a render item is categorized as a non-material item, and the primitive type is categorized as fat line, then the pNonMaterialItemsFatLine pass is used. New C++ API methods added
MUIDrawManager::beginDrawInXray() and MUIDrawManager::endDrawInXray() methods have been added so that primitives drawn between calls to these two methods will display on top of other geometries in the scene. These methods can be used to draw objects such as locators.
The squaresNode_noDepthTest example in the Maya Developer Kit has been updated to illustrate the use of these methods. This example draws meshes without performing depth testing. MUIDrawManager is used to draw two squares and some text, and these two squares and text display on the top of other geometries in the scene.
The Developer Kit is available online at Autodesk Exchange at https://apps.exchange.autodesk.com/MAYA/en/Home/Index.
The method descriptions are as follows:
The drawables between calls to beginDrawInXray() and endDrawInXray() will display on top of other geometries in the scene, as the depth test is disabled for these drawables.
These methods can be used to draw objects such as locators.
Limitations:
*Only drawables that meet the following conditions will be affected by beginDrawInXray() and endDrawInXray().
*Created by the method MUIDrawManager::mesh()
*The first input parameter (primitive type) for MUIDrawManager::mesh() is one of kTriangles, kLines and kPoints.
Any other drawables between calls to beginDrawInXray() and endDrawInXray() will display as normal.
If several meshes are drawn between these two APIs, then their draw order is the reverse of the mesh() function call order. For example, in the sample code above: C will be drawn on top of B; B on top of A. If text calls are made after these two APIs, the text will be drawn on top. In sample code above, text D will be drawn on top of C.
Return to TopWhat’s Fixed
The following list contains bug numbers and corresponding descriptions for issues fixed in this release. Bug Number Description Animation MAYA-16724 Playback is not as fast as expected when all rigs are hidden MAYA-45974 Performance : Investigate why transform nodes have a lot of attributes evaluated MAYA-48500 Performance : Manipulation with Evaluation Manager in Legacy Default Viewport after switching from Viewport 2.0 doesn’t always work MAYA-50016 Fixed the filterCurve slowdown when motion trails are used MAYA-51067 Trax Editor Offset poses key incorrectly MAYA-51112 Undo of key all controls will hang Maya for a long time when autokey is on MAYA-51181 Sequencer : Message displayed in viewport after Ubercam creation MAYA-51394 MotionTrail : Maya fails to create motion trail on a simple sphere MAYA-52178 Performance : Hide on playback does not perform as well as turning off visibility MAYA-52247 Sequencer : Memory spikes with large number of shots MAYA-52252 Performance : softMod GPU override doesn’t support per vertex weights MAYA-52313 Performance : Zooming causes mesh to disappear MAYA-52414 Performance : Shadows disappear when GPU override is enabled MAYA-52430 Performance : Shadows don’t properly update with Evaluation Manager and Viewport 2.0 MAYA-52544 Performance : Wrap deformer evaluation triggers a wait cursor MAYA-52910 Geometry cache : Crash when switching topology on the cached mesh MAYA-53076 Fixed performance of cmds.deformer MAYA-53381 Fixed an error loading Python scripted plug-in (Unknown C global variable) MAYA-53941 MFnGeometryFilter::indexForOutputConnection produces error for sparse outputs Bifröst MAYA-34678 Mesh clip bounding box inexact MAYA-35206 Bifröst: Attributes left behind when object is removed from simulation MAYA-35458 Attribute Editor tabs for bifrostContainer and bifrostShape should be displayed upon selection (showEditor.mel : More than one object matches name) MAYA-35974 When creating a liquid without a mesh selected, an error occurs (but the liquid is created) MAYA-36645 Bifröst: Auto-rename does not check if renamed name exists MAYA-42236 Bifröst emitter density values of 0 hang/crash Maya MAYA-44322 Turning on meshing on an Aero returns vorticity warning MAYA-45283 Clip Bounding Box Min and Max are still exposed as channels in the Channel Box MAYA-45947 Mesh node that holds current or prior Bifröst attributes will break redo if Attribute Editor is open MAYA-48543 Bifröst: Too much dissipation in Aero voxels compared to particles MAYA-48544 Bifröst: Performance problems when emitter is outside adaptive mesh MAYA-49577 Unable to render both liquid and aero together MAYA-49946 Bifröst Aero: Adaptive mesh deletes all particles outside mesh MAYA-51397 Bifröst: Accelerators consume too much RAM MAYA-51440 Bifröst Aero: Adaptive mesh is not managed by state server, consumes RAM MAYA-51469 Gravity is applied twice when spatial is Off MAYA-51509 Bifröst cached scenes that are saved at a non-start frame should read cache on load MAYA-51526 Unable to emit into thin geometries with spatial on MAYA-51614 Foam moves too slowly when time steps are used MAYA-51634 Particle properties not properly transferred to the mesh with spatial on MAYA-51747 Turning off BGcompute after user caching multi-liquid Bifröst simulations with the same user cache name crashes Maya during playback MAYA-51863 Imported Bifröst Visor example scenes have zeroed out foam (foam 0.0) attributes MAYA-52068 Adaptive Aero memory leak MAYA-52110 Opening Bifröst scene twice on windows with GTX card prints a lot of hardware shader code MAYA-52153 Viewing Aero voxels from orthographic view at far distances hangs Maya MAYA-52167 Diffusion in emitted aero quantities presents problems for adaptive Aero MAYA-52431 Aero blockiness Color Management MAYA-43869 Adding an invalid transform while in regional mode (for example, Simplified Chinese) fails to generate a popup error and adds the invalid transform to list MAYA-49394 Shaderball swatch without file texture doesn’t update with Color Management preference settings MAYA-50854 The Color Management setting does not update after loading a policy that enables Color Management MAYA-51125 Color Management custom view transform is not loaded after adding a new transform from Apply Output Transform to Playblast in the Preferences window FBXMAYA-53738 relativeNamespace flag of file command doesn’t work on FBX files when Dialog style preference set to OS native General MAYA-44677 GameExporter FBXReview feature on Mac OS X - folder not found error occurs if FBXReview has never been launched MAYA-45050 Mac OS X: Menu labels in Bullet drop down menu are missing their labels MAYA-47723 Crash when importing FBX MAYA-49175 Fixed an issue where removing a connectAttr edit would delete other connectAttr edits involving the same plug MAYA-51363 Fluid shelf icons not executing commands as expected MAYA-51551 Fixed renaming of multi-attribute MAYA-51628 Fixed an FBX import/export problem when blendShape items have the same short name MAYA-51689 Fixed the MFnMesh::setFaceVertexColors() API MAYA-52207 getFilesToArchive() never gets called for MPxLocatorNode MAYA-52449 nParticles > Paint Soft Body Weights Tool menu now appears correctly MAYA-52943 Alembic reference doesn’t work with dir mapping correctly (command dirmap) MAYA-53385 HIK rename character tool only changes the name of the charac

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