Unlock the Power of LookdevX & USD in Autodesk Maya 2024 | An Introduction using Chappie Asset

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  • เผยแพร่เมื่อ 13 ธ.ค. 2024

ความคิดเห็น • 77

  • @arvidurs
    @arvidurs  ปีที่แล้ว +9

    Let me know if the workflows are not clear. I'm planning to create more USD/LookdevX Maya videos soon. So ask away! Join the CG LOUNGE
    discord.gg/z35NUgV

  • @circuit8749
    @circuit8749 ปีที่แล้ว +4

    Finally node groups (compounds), looking forward for the next usd tutorials!

  • @jupitereye4322
    @jupitereye4322 ปีที่แล้ว +6

    Awesome, please continue with these. I used to work in Alias Maya a while back... since version 1.0 was back on the old Windows NT 4.0 with Service Pack 2 :) I forgot so much, as I moved to composite. This is now completely different software by comparison.

  • @JakeMMC
    @JakeMMC ปีที่แล้ว +1

    I am a simple man, I see a nice render, I click.

    • @arvidurs
      @arvidurs  ปีที่แล้ว

      haha! thanks for confirming that it works :)

  • @mudoglu
    @mudoglu ปีที่แล้ว +2

    This is really a good first overview. As this whole thing does evolve fast its great to get an early preview of the workflow. Thanks this is Ace!

  • @Jacentyfull
    @Jacentyfull ปีที่แล้ว +1

    8.26 Maya as its best. Love Maya so much :)

  • @brokenfix
    @brokenfix 2 หลายเดือนก่อน

    Thanks. A script to load a texture set into a MaterialX node graph would be great. Maybe it exists already somewhere.

  • @ConradAug
    @ConradAug ปีที่แล้ว

    Great video! Looking forward to more from this series :)

  • @captbird
    @captbird ปีที่แล้ว +3

    This looks cool! Would be interested to hear how it works getting this lookdev into Houdini or other software, and also how the final render compares between both software.

    • @arvidurs
      @arvidurs  ปีที่แล้ว +6

      Yeah I actually have something exactly for this prepared and it will launch soon as well. Maya Houdini roundrtrip

    • @Planet_side
      @Planet_side ปีที่แล้ว

      Looking forward to it, does this work other render engines like Renderman.

    • @arvidurs
      @arvidurs  ปีที่แล้ว

      @@Planet_side if you use materialX it should work yea

    • @Planet_side
      @Planet_side ปีที่แล้ว

      @@arvidurs What I was afraid of, I guess it is time that I start my material x journey

  • @stfVFX
    @stfVFX ปีที่แล้ว +10

    for the algorithm!

    • @arvidurs
      @arvidurs  ปีที่แล้ว +3

      That what we need - thanks pro golfer!

  • @useresu301
    @useresu301 ปีที่แล้ว +1

    great! more disjointed features that look like a different program inside Maya. That's what "what's new"

  • @SaM-tl5nz
    @SaM-tl5nz 11 หลายเดือนก่อน

    Great tutorial ❤️

  • @LOGlSTIC
    @LOGlSTIC ปีที่แล้ว

    Wow this is a whole new universe, very interesting, thanks for sharing

  • @MetalGearMk3
    @MetalGearMk3 ปีที่แล้ว

    The textures on Chappie is amazing, is there ia video on how to texture something like him?

  • @StefWillemse
    @StefWillemse ปีที่แล้ว +5

    I still don't understand really which problems USD and LookdevX are trying to solve. Can you highlight in which cases you should use it and whats so much nicer about it?

    • @sirdiff1
      @sirdiff1 ปีที่แล้ว +5

      As a single user on a single 3D software, it's probably not very useful. As a studio that needs to exchange files between multiple software (and maybe even between different studios on different platforms, maybe with different render engines even) it's a game changer. USD (paired with MaterialX) allows for an asset to be universally compatible with any software without having to rebuild shaders, hierarchies, scale, axis orientation etc. It's way more than a file format and it's super optimized. I was skeptical at first but after trying Solaris on Houdini I must say it's pretty damn exciting. Let's say I'm building a scene on Maya and I want to render it in Unreal Engine. Normally I would have to rebuild the shaders, import instanced geo in a specific way and re-reference it from UAssets, rebuild the lighting and so on. With USD, I can just import a scene and call it a day. Most software don't have a full implementation yet (Unreal doesn't read MaterialX yet, for example, only the Preview Shader), but they're all moving in the same direction, after 20 years of different incompatible standards.

    • @StefWillemse
      @StefWillemse ปีที่แล้ว

      @@sirdiff1 Okay that makes sense, thanks so much for the elaborate reply! So we'll have to wait until all DCCs and render engines fully implement USD and we can rock and roll :o But for example how does it make sure that the rendered image is 1:1 from lets say a USD exported from Maya+Arnold to 3DsMax+VRay? You're never gonna get the same image right? Does it also mean we can basically get rid of OBJ and FBX and just start using USD everywhere?

    • @sirdiff1
      @sirdiff1 ปีที่แล้ว

      @@StefWillemse I'm no expert on render engines so I won't give you any answers based on assumptions. From what I understand, it depends on how every DCC and render engine implements it as they follow the guidelines. I'm guessing programs like Unreal Engine will never have a direct 1:1 compatibility because they're not a path tracer engine, so there will always be a conversion. As for other actual path tracers, from what I understand it's all based on Hydra and its render delegates, if you want to really understand it I'd read its official documentation online, as it's all open source (I'm too dumb to actually understand it though). We should technically also be able to replace OBJs and FBX for most of their use cases, even though USD requires a bit more attention when organizing it (because it's more than just a file format, it's made of multiple layers). I recommend you to watch Adrien Lambert's introduction to USD, he's an environment supervisor at DNEG so he knows what he's talking about way more than I do.

  • @harshitsingh7631
    @harshitsingh7631 7 หลายเดือนก่อน

    I wish they added some of the lookdevX functionalities to hypershade, grouping nodes is long been asked for.

    • @arvidurs
      @arvidurs  7 หลายเดือนก่อน

      Hypershade will most probably be phased out...

    • @harshitsingh7631
      @harshitsingh7631 6 หลายเดือนก่อน

      @@arvidurs As long as we get those features!
      Great vid btw! Very clear and onto the point as always!

  • @zohahs5276
    @zohahs5276 ปีที่แล้ว

    Very nice, have you done any videos where you cover how to build this lighting template or how to setup a lighting template in houdini? Would love to see a video on that topic thanks.

    • @arvidurs
      @arvidurs  ปีที่แล้ว +1

      Oh plently. Just browser my channel.

    • @zohahs5276
      @zohahs5276 ปีที่แล้ว

      @@arvidurs when I type in template I only get like katana template tutorials would be nice to see a video where you have covered this houdini template build step by step its looks very comprehensive and well build thanks.

  • @ChaosOver
    @ChaosOver ปีที่แล้ว

    @Arvid Schneider First of all, thx for the video! One question that comes up watching the video is, how to display or render subd when using stages?

  • @qPandasp
    @qPandasp ปีที่แล้ว +1

    Amazing! Is there any plans for pipeline tutorials using USD? So combining animation or rigs plus look dev?

    • @arvidurs
      @arvidurs  ปีที่แล้ว

      Great questions, probably a little bit too much for me. But I can definitely look in to it! Thanks

  • @xiujunsun
    @xiujunsun ปีที่แล้ว +1

    maya2024 export usd model will soften edge automatically. How to soften edge?

  • @mariuszflodell2565
    @mariuszflodell2565 ปีที่แล้ว +1

    Is there a showcase for maya 2024 from Autodesk yet?

  • @charlytutors
    @charlytutors ปีที่แล้ว

    Wow! Very interesting! Thank you for this video!

  • @nicksushkevich
    @nicksushkevich ปีที่แล้ว

    Looks like Autodesk integrated Keyshot inside Maya 2024)))

  • @eldoradostudios9502
    @eldoradostudios9502 10 หลายเดือนก่อน

    do you know if it works with UDIMs?

  • @MrChapisama
    @MrChapisama ปีที่แล้ว

    hello, nice tutorial and it's good to know there will be more about USD later ! I've got one basic question about usd : how do you create variants in the usd stage ?

    • @arvidurs
      @arvidurs  ปีที่แล้ว +1

      I will cover this in a later video

  • @klaudioladavac
    @klaudioladavac ปีที่แล้ว

    Nice overview! Can USD work in a way like references? For example, you added a chappie model in but if there is a modeling change, can i open another instance of Maya, do the model update and then in the scene with USD setup just reload and model change to show up?
    Also, how do you assign different materials to different parts of the model?

    • @arvidurs
      @arvidurs  ปีที่แล้ว +4

      That's exactly what it's designed for. I will show this in a future video. Essentially you create a sub layer per "department". chappie.modelling.usd chappie.shading.usd chappie.anim.usd and they can all work in unisome and at the same time.

  • @martinvanstein.youtube
    @martinvanstein.youtube ปีที่แล้ว +1

    Maybe a stupid question ...but what would you need USD for, or is it just for big studios with millins of poly's in teh scene ?
    Did they get rid of teh hypershade, in favor of lookdevX? .. personally I see little use of having your materials in teh outliner

    • @MrQuantumCodes
      @MrQuantumCodes ปีที่แล้ว +3

      usd let's you collaborate with other people who might be using other software. so essentially i could export a usd from maya and someone else could open it in blender and continue working on it.

    • @Sigmo92
      @Sigmo92 ปีที่แล้ว +3

      tbf the materials are already in the outliner if you turn off dagobjects:P

    • @martinvanstein.youtube
      @martinvanstein.youtube ปีที่แล้ว +1

      @@MrQuantumCodes ah okay so it is what fbx and obj once tried to be and the umpteenth attempt to consolidate a universal format :)...

    • @martinvanstein.youtube
      @martinvanstein.youtube ปีที่แล้ว +1

      @@Sigmo92 haha yes ... but never did that though ... I like having it separate , keeps ot all cleam

    • @MrQuantumCodes
      @MrQuantumCodes ปีที่แล้ว +1

      @@martinvanstein.youtube Yeah pretty much but I would say that it's the best attempt at that.

  • @angosalvo5734
    @angosalvo5734 ปีที่แล้ว +1

    Thanks.
    As a solo user, do you think it is worth to adopt this USD workflow?
    Old habits die hard, i am still using the legacy render layer system and couldn't move on.

    • @Sigmo92
      @Sigmo92 ปีที่แล้ว +1

      no idea with usd yet for solo users especially if you are only sitting in maya. But you should definitly look at the new render layers.. they are WAY more powerful than the legacy ones:)

    • @angosalvo5734
      @angosalvo5734 ปีที่แล้ว

      @@Sigmo92 thanks. Yeah I only work in Maya, or sometimes do some effects in Houdini then go back to Maya for finishing.
      The render layer system when was introduced was very convoluted and complicated , and couldn't find any materials to help moving to it, very little talk about it. Maybe I should consider giving it a try in the new release.

    • @Sigmo92
      @Sigmo92 ปีที่แล้ว +1

      @@angosalvo5734 maybe usd csn help with the effects from houdini later :p I work within a small team so we were hopeing it could help to move stuff easier between maya and houdini and hopefully soon with materials as well :) but Yeah the new render layers is a bit to get used to but not as over complicated as they look :) there is plenty of tutorials on them now :)

  • @factarchive9576
    @factarchive9576 ปีที่แล้ว

    Nice

  • @ronydey2696
    @ronydey2696 ปีที่แล้ว

    Great

  • @capricalee
    @capricalee ปีที่แล้ว

    It's that necessary for independent artist ?

    • @arvidurs
      @arvidurs  ปีที่แล้ว +1

      If you work in several applications it might come on handy. Otherwise probably not sooo much but it’s still worth understanding as it is becoming industry standard. Same as exr aces materialx etc

  • @avinoamruach6756
    @avinoamruach6756 ปีที่แล้ว +1

    Maya's best updates are the ones implementing stuff houdini already have :D
    Great tutorial as always, looking forward to the next ones on USD!

  • @BLK34
    @BLK34 ปีที่แล้ว

    Does it works with renderman ?

    • @arvidurs
      @arvidurs  ปีที่แล้ว

      yeah it should work with renderman if you use materialX

    • @BLK34
      @BLK34 ปีที่แล้ว

      @@arvidurs Thanks ! Hype to get Renderman available on Maya 2024

  • @animhaxx
    @animhaxx ปีที่แล้ว

    Lookdevx is literally like houdini's solaris🤣

    • @arvidurs
      @arvidurs  ปีที่แล้ว +2

      not quite :D

  • @bjornstrandberg8146
    @bjornstrandberg8146 ปีที่แล้ว +2

    Looking back at maya from one year in Blender gives me the chills. Its not a pretty sight

  • @theseatomictimes344
    @theseatomictimes344 ปีที่แล้ว

    maya is the most practical 3d software..but why so expensive.. £1800 a year.. they should make it more affordable..

    • @Cusey
      @Cusey ปีที่แล้ว +1

      Maya indie is $280 a year

    • @abtyang
      @abtyang ปีที่แล้ว +3

      Maya indie is still available

    • @serwizzart
      @serwizzart ปีที่แล้ว +1

      Maya Indie is 305 a year.

  • @krz9000
    @krz9000 ปีที่แล้ว

    sure it crashed for no good reason!! :)

  • @timothyj67
    @timothyj67 ปีที่แล้ว +6

    ..still trying to catch up to Blender

    • @MrQuantumCodes
      @MrQuantumCodes ปีที่แล้ว +5

      yeah keep dreaming fanboy...

    • @mark14invaderep52
      @mark14invaderep52 ปีที่แล้ว +3

      That's why u r in a maya video 😂

    • @MrQuantumCodes
      @MrQuantumCodes ปีที่แล้ว +1

      @@mark14invaderep52 😆

    • @durvids474
      @durvids474 ปีที่แล้ว +1

      looks like someone hasn't used any of them in production!

    • @nipunpiumal7346
      @nipunpiumal7346 ปีที่แล้ว

      Child 😂

  • @davoodice
    @davoodice ปีที่แล้ว

    another useless feature in Maya.

  • @proplayer682
    @proplayer682 ปีที่แล้ว

    we are not yet in 2024 and it is still crashing, jeeeez!