Maya 2011 BUGS (Write Here)


#241

These aren’t tricks, it’s how it’s supposed to work. Select render layer + assign materials = per-layer material overrides. Not ‘broken connections’, ‘overrides’ :wink:


#242

Thanks for the info captain obvious… no its not how its supposed to work. because it obviously breaks and loses shading group assignments. otherwise we wouldnt be talking about it. oh and by the way, auto render layer overrides are off by default and are definitelly off in my settings, so technically there shouldnt be any per render layer overrides at all. In fact i wouldnt mind if autodesk added a button that explicitly assigned a surface per render layer, while by default, surface assignments should always be applied to the default layer - as explained in my previous post.


#243

auto render layer overrides are already off, in fact they are off by default. this seems to happen regardless.


#244

AO color bleed and secondary diffuse FG bounce dont work together, the first cancels the other.


#245

These aren’t tricks, it’s how it’s supposed to work. Select render layer + assign materials = per-layer material overrides. Not ‘broken connections’, ‘overrides’ ;)[/QUOTE]

Sorry, but I agree with mattwood. This is the way render layers work, are supposed to work, and how I would expect them to work and makes perfect sense to me. Most problems reported are regarding using layers with references and the fact that sometimes they don’t work, this is not a problem with how render layers were designed to be used - you are the first one I’ve seen that have a problem with that. That doesn’t mean that I don’t respect your concerns - I just want to clarify what problems we are talking about.


#246

Wow anybody using the linux version experiencing frequent and hard crashes? I crashed maya doing things like writing in the script editor, pressing the render button and changing a value in the attribute editor.


#247

sorry but thats how THEY ARE SUPPOSED TO WORK… but they dont. So i dont care whether you agree or not but when stuff breaks in render tahts NOT how its supposed to work. so id like an OPTION to not do shading group render layer overrides. you can work with your hacky way all you want. but when i have my render layer AUTO OVERRIDES OPTION DISABLED… render layer shading group creation should be DISABLED as well. does this make sense to you? it does to me… Im tired of always having to worry about being on the default layer when making shading group assignments (this is the work around i found to avoid the INSTANCING issue), maybe this can be scripted around too. but once you do assign a render layer SG its a pain in the ass to track down the selection again and remove items that were added erroneously. OR more importantly, if your scene has a large number of items, having automatic shading groups created without your permission ends up with HUGE number of connections to your render layer, which slows your system down and causes problems with working with instances. Not just references.

case in point, i had to instance a large number of trees in my scene, then assigned a new trunk texture to them by referencing their original SG, because i was not in the default render layer and didnt realize the checkbox for auto ovverrides doesnt do what it says… my scene ended up with a HUGE amount of connections and the scene was noticeably faster when i deleted these connections.

in general there needs to be abetter indication and feedback when overrides are present, some things arent readily apparent. Im actually looking into writing a script that brings up a dialog and lists all override connections attached to a render layer and terminate them manually.

i know how layers are designed to use btw, there is definitelly a problem here and all im trying to do i suggest a workaround, not debate on how render layers are supposed to work.


#248

Agreed.

Most problems I’ve seen with render layers breaking involves changes to the shading groups in the model reference, or assigning an object a shader that has per-face assignments in the reference. If you reference a model with shaders into a shot and apply render layer overrides, you have to be very careful when editing the model…changing the name of a shading group node will break all the SG connections upstream in the shot and effectively cause you to have to rebuild your render layers. The best workflow I’ve found is to model everything with lambert1 applied and import or reference in shaders separately.


#249

as stated repeatedly (in every post so far), im seeing issues with instances. not just references. so clearly we arent talking about the same problem, it is however a hunch of mine that maybe they are related. Who knows, maybe its a new bug in 2011. either way it should be investigated, thats why im posting it.


#250

Did someone mention it here already? Anyway: The “Hide zero columns” option of the component editor doesn’t seem to work anymore. At least as fas as “smooth skins” tab is concerned.


#251

You missed my point, please read carefully my messages about this. I’m not disagreeing that things should work as they are supposed to work. But you are mixing this with how things are supposed to work - in other words you are talking about changing the user interaction. And you also called workarounds and hacks the intended user interaction using it as a way to disagree with its design. With all this I’m not saying that your request is invalid, what I’m saying is that you should clarify your request by distinguishing about things that don’t work as they are suppose to and things that work as they are supposed to but you don’t like that way.


#252

so the bonus tools are out and the first thing I tried, 3DS import, doesn’t work.

COLOUR ME SURPRISED. Can someone please test this stuff so we don’t have to? It’s pretty embarrassing, how predictable the Maya fails are becoming…


#253

Can anyone confirm this gem?

  1. Create objects
  2. Export objects as references
  3. Unload said references
  4. Save scene

If you have incremental scenes turned on you lose everything but the reference.


#254

I’ve been using the Pass2nuke (mocom v3.5.5) script to export maya camera animations into Nuke and its work great on 2010 but there seems to be issues with 2011. It won’t allow you to save off .nk files anymore even if you manually add the .nk extension. Anyone else run into this issue?


#255

It’s working OK here (Windows XP 64).


#256

well it’s new for x64 on OS X so it’s likely only a problem on this platform (and something they obviously should have tested for). It’s like Backburner 2010 v1 for OS X: compile and ship a product that never worked. It’s not so much bug testing as it is “does it work” testing


#257

are the new camera thumbnails in hypershade supposed to look like a fork or is it just a visual bug?


#258

I think they are. :argh:


#259

i haven’t read over the entire post, so this may be mentioned. there seems to be a bug that creates 2 sg nodes when you ‘assign new material’ via the marking menu in the viewport. nothing major, but annoying. if you do a ‘delete unused nodes’ in the hypershade it takes care of them, but you risk deleting things you may not want to…

anyone care to confirm this?

maya 2011 x64
windows vista x64


#260

I havent read the whole thread but i just have seen something about this bug on AREA.
After i select my character and command to see all inputs i got an error like this
Error: Object ‘row1’ not found.

I tried it on maya 2010 and it worked but cant get it work on 2011. Got same error when i command from toolbar.

Here is the picture:
http://dl.dropbox.com/u/6028179/hata.png