Sigh… seems HTML tags no longer work here… oh well… just click the link for video!
I am a fan of the focus on bug fixing. Curious, there isn’t any new features for dynamics even though that’s what it seems a majority of updating is requested. You think it’s possible we might see a .5 version of 2019 that begins to introduce new features like we did with Maya 2016?
Animation caching is definitely a welcome feature.
I dont know, it seems its slowly dying, much like this forum.
Hope i’m wrong
A good overview.
Paying thousands of dollars for bugfixes
Time to take a deeper look into houdini
Cause its looks like there is nothing in the box i played a bit Sherlock Oglu Holmes.
First there is for materialX in the pipe.
ShaderX the base for further development is coming from autodesk and is soon be merged into the Main.
Second there is UFE 1.0 in the maya SDK.
Its the Universal Front End that will enable maya to work with Bifrost and USD data.
Maya will be able to manipulate USD data without loading them into the Maya Scene.
USD data will be the new scenegraph for renderman. Its the base for scene handling of the future.
Aslo the the new Nvidia cards are able to read USD data without conversion.
The UFE will soon be part of the AL_USD plugin and will anable Maya to handle USD Data.
There is much more and if i find a way to not break my NDA i will jump in.
thank you oglu,
is there any roadmap or release date? 2019.5 in august? 2019.1 in may? without any news, maya development is like a black box…
I just loaded up 2019 and it is way snappier. Files load faster, selects high-poly objects faster, and higher frame rate performance in viewport with heavy animated scenes with the animation caching enabled. It is like night an day.
Viewport 2.0 finally works as expected! Seriously, just try it out
After years and years of so many people complaining that AD hasn’t prioritized bug fixes and performance tweaks, this looks like they’ve listened and followed through. It’s a bit late, but I’d rather that than beta test an unfinished release.
It is skimpy on major features, but honestly I just want the app to run well and be stable. The app is worthless if it isn’t… I’m sure some people are going to be upset so much emphasis was put on bug fixes, but it needed it.
Really looking forward to putting 2019 through its paces.
I imagine Maya release days are like Christmas at Side FX.
is maya going to be discontinued soon? this feels like pre-discontinue behavior on the part of autodesk to me
Would you say it’s safe to migrate from Maya 2018 to 2019 this early? I’m really interested is a better performing Maya. Feature wise, it accomplishes pretty much everything I could ever need and more, so performance and bug fixes are more ideal to me at this time.
After most releases, I see threads in The AREA about how people wished that Autodesk would first focus on fixing the bugs before worrying about adding new features.
This will hopefully be a nice stable base to build on top of.
This is coming from a strictly VFX perspective, but Maya does not do everything it needs to do at the moment.
Its getting surpassed by specialist software like Clarisse, Katana, Zbrush and Substance. Houdini is inching closer and closer to being a true alternative. You can’t expect to stay on top if you don’t innovate.
Anyways, end of rant.
well he is speaking for himself.
I feel myself repeating this endlessly, developpement is not something linear.
Where was Houdini the last decade? almost unused with shitty solvers. Now they did a great job and they are where they are now.
And overall it’s good thing, if houdini is with this low price tag it’s because of Autodesk and at the same if they are working hard on Bifrost etc it’s because of Houdini.
So at the end the competition it’s good for us on every aspect.
Those programs have a market, part of which is bridging assets for major 3D apps together. They can coexist and have been for years. I don’t think Maya needs to match Zbrush or Substance. Those tools are a cornerstone for modelers and texture artists.
However I think a lot of the basic Mudbox tech should be slowly rolled into Maya and Max because that’s all maya/max artists really need. Otherwise they’d rather import their asset back into zbrush for a major revision to have its full toolset
Adobe pulled through their cloud migration and let’s be honest, so will Autodesk. Houdini is great. I’m a huge fan, but it isn’t viable yet as a mainstream 3D app for various reasons. Someday Houdini or Blender may knock Maya and Max off their perch and it will be obvious when the school start exclusively teaching them. C4D and Blender have their niche markets too, but they are still niche.
There isn’t a giant major wow feature added but I would say this is a great release as far as what looks like thought through problem solving in the application throughout.
Oh I fully understand that Maya will never compete with those specialty apps, nor should they. But the list of specialty apps is growing. I use Maya less and less every year at work (large VFX studios). At a certain point you have to innovate and be great at something or someone will come along with a better solution. I am not an animator, so I guess its great at that, but for what i do (asset creation and environments) its falling behind.
As for 2019, I am looking forward to see how the viewport handles large amounts of scan data and if the uv editor can handle a dense mesh. Here’s hoping…
I’m probably wrong, but IMO the main things maya needs to do well are:
- handle assets well (performance and management)
- high compatibility with bleeding-edge tools
- flexible framework that’s capable of handling 95% of scenes
IMO maya is the best at that list overall in a very broad sense. Things like modeling tools, render engines, or specialty FX plugins are mostly the same between packages now.
Houdini easily edges out Maya in a couple things on my list, but at a great cost of complexity, artist unfriendliness, and the general lack of solid houdini skills for general 3D from an employment standpoint.
C4D IMO isn’t as strong in any of those areas except for very specific types of procedural motion-graphics shape animation. What it gains in simplicity, it loses on depth and flexibility.
Max isn’t as strong in animation or as flexible (Windows-only, no nodes), but holds its own just fine or even better in other areas
Blender (as always) is catching up in most areas, ahead in a few, obviously not first priority for commercial companies to produce tools for.
Modo seems behind on most of those things on my list from what I know. It seems to excel at a few specific areas of production, but not as solid across the board. Though I’m probably wrong as I mainly only know people who use it for modeling or hobby-type rendering, not full animation production.
Lightwave is legacy these days, still working fine for those that use it, but not much widespread use anymore because it hasn’t kept pace.
Given how much the apps have shifted around, I think it’s smart for companies to not try to make their app do everything well under one software. If Autodesk put all their Maya resources into competing with zBrush, we’d all be screwed. ZBrush won that war and no one would suddenly drop zBrush (which is universally useful to all 3D apps) in favor of Maya’s version of zBrush tools.
Things like the new Render Setup are the heavy duty type of scene management tools are things that no 3rd party will likely create. Even though I don’t yet use Render Setup (my scenes aren’t usually complicated), I see the power it has in managing complicated render layers/passes that would quickly get buried and lost with the traditional Maya Render Layers. So I like that Maya is pushing major scene management tools forward like that, even if it takes 2-3 versions to fully work out the kinks.
Your not wrong. And every area of 3d probably have vastly different needs. I get myopic about things because I only see it through the lense of one particular area of VFX.
Having said that, here’s an example, so in the past in asset creation, or environments at a typical VFX studio, you would have the following pipeline:
Procedural texturing: Maya/Hypershade networks
Lookdev: Maya/render engine of choice
Rendering: Maya/render engine of choice
So Maya had a pretty big piece of the pie.
Here is that same pipeline currently:
Procedural modeling: Houdini
Retopo: Maya/Zbrush (decimation and zremesh for non-deformable things)
Procedural texturing: Substance/Mari/Maya
Lookdev: Katana/render engine of choice, Maya, or Clarisse
Rendering: Katana/render engine of choice, Maya, or Clarisse
Obviously this differs per studio, especially depending on the size, but this is roughly what the last three studios I have worked at have looked like. Its a greatly diminishing slice of the pie.
I am not slagging Maya here, its still my app of choice. I just feel ADSK needs to be better.
interesting read that is related a bit to maya2019.