LookdevX for Maya: Introduction to MaterialX Data Model

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 23

  • @michaeleliezer9037
    @michaeleliezer9037 6 หลายเดือนก่อน +3

    Ty a lot, please make more videos about lookdevX and the new bifrost graph

  • @PanupatChong
    @PanupatChong 5 วันที่ผ่านมา

    Please consider recording at 1920 screen resolution for your future video. People who need this are learners and beginners and they will not have 4k monitors. The text in outliner are almost impossible to read.

  • @StefWillemse
    @StefWillemse 6 หลายเดือนก่อน +1

    Pretty neat, I like the live previewing, especially that it works when combining nodes. But what about transmission and SSS and displacement in the viewport? :)
    Solo mode is also great and compound + promote is awesome.
    Are we limited to stdlib nodes though? Will arnold nodes be compatible and can they be opened in Houdini Material X if Arnold is installed/not installed there?

    • @Autodesk_Maya
      @Autodesk_Maya  6 หลายเดือนก่อน

      You should be able to open Arnold MaterialX nodes in Houdini, if you have Arnold installed there. Even within Maya/LookdevX, to have access to Arnold specific nodes, Arnold would need to be installed/enabled.

  • @BathroomTile
    @BathroomTile 3 หลายเดือนก่อน

    What's the benefit of using the new pbr standard surface instead of the arnold standard surface, if rendering with Arnold?

  • @kjsvfx
    @kjsvfx 4 หลายเดือนก่อน +2

    I am not able to export material X for Unreal, please advise

  • @AyushBakshi
    @AyushBakshi 6 หลายเดือนก่อน +2

    So dragging and dropping images in the graph works or not?
    If not then how long does it take autodesk geniuses to think that?

    • @Autodesk_Maya
      @Autodesk_Maya  6 หลายเดือนก่อน +2

      yes, you can drag and drop images on to the graph inside of the Document, which should create a tiledimage node for it.

    • @AyushBakshi
      @AyushBakshi 6 หลายเดือนก่อน +1

      @@Autodesk_Maya noice 👌🏻😎

    • @Biancafallani01
      @Biancafallani01 3 หลายเดือนก่อน

      @@Autodesk_Mayacurious will you guys bring your software to iPad I know you guys have tinkercad on iPad ?

  • @vytis3590
    @vytis3590 5 หลายเดือนก่อน +1

    Looks like that compbound thing was borrowed from Blender's node group workflow :) it's identical.

  • @shadownukegamz1794
    @shadownukegamz1794 4 หลายเดือนก่อน

    How can I open the LookdevX Graph Editor?

  • @syntheticperson
    @syntheticperson 4 หลายเดือนก่อน

    Very helpful. Thanks!

  • @andersonbrandaosudario3425
    @andersonbrandaosudario3425 6 หลายเดือนก่อน

    I was exploring the new interface, is it Amino? Menu functionallity from Outliner! Ctr+D for duplicating! Impressive. Makes me wonder what's going on with Bifrost.
    I also wonder, 2025, one still need to convert RGB to float in Maya. Even 3D MAX can handle these trivial things. Why is that so?
    rhetorical but, Is that a "double click to enter a node and edit its contents" a common UI language in Maya? In this video, it just came out of nowhere

  • @sarulaplays6861
    @sarulaplays6861 6 หลายเดือนก่อน

    What's the advantage of using this over the hypershade?

    • @andersonbrandaosudario3425
      @andersonbrandaosudario3425 6 หลายเดือนก่อน

      MaterialX is just some attempt to standarlize materials between applications. Although, this new UI might offer some updates after almost 3 decades of unchanged hypershade.

    • @sarulaplays6861
      @sarulaplays6861 6 หลายเดือนก่อน

      @@andersonbrandaosudario3425 Ahh so it's like USD or I guess a part of USD? Thanks for the response

    • @Autodesk_Maya
      @Autodesk_Maya  6 หลายเดือนก่อน +1

      Hypershade only records data in Maya's native formats (.ma, .mb). While LookdevX is an agnostic look development editor that currently supports two data formats natively and is compatible with any renderer that can utilize these provided data formats. When working with USD (Universal Scene Description), our graphs are directly saved as USD data, allowing them to be seamlessly used in any DCC (Digital Content Creation) software that supports USD integration. (more info at openusd.org)
      The native MaterialX implementation allows our shading graphs to be accurately formatted and exported to the .mtlx format, enabling utilization in any DCC (Digital Content Creation) tool that supports MaterialX. We can also render our shading graph with any Renderer Engine that supports MaterialX graphs. Additionally, MaterialX includes a component called Shader Gen (an Autodesk contribution to MaterialX) that can target multiple shading languages, allowing the users and MaterialX community to create a single material graph that can generate shaders for various purposes. (more info at materialx.org)

    • @Drumaier
      @Drumaier 6 หลายเดือนก่อน +2

      @@Autodesk_Maya But for people not needing to do any USD integration, there are no big advantages of using this lookdev environment vs the hypershade right? Or there are libraries or extra functionalities that are worth to give a try.

  • @EmmanuelyawsonAnimationstudio
    @EmmanuelyawsonAnimationstudio 6 หลายเดือนก่อน

    ❤❤

  • @AlvarGG
    @AlvarGG 5 หลายเดือนก่อน

    The background noise is so loud lol. Don't you guys know how to record a video?

  • @5Gtv5G
    @5Gtv5G 6 หลายเดือนก่อน

    🤣🤣🤣🤣