Hey guys,
Post your tests and conclusions about Maya 2012's Viewport 2.0.
This video shows what's supposed to be new.
I just tried loading one of my
CGFX shaded example scenes to see what worked and what didnt. Using my KoddeShader 2.0 rev3.
- SSAO seems to work fine.
- MSAA seems to work but only at 16x? The lower ones don't make any difference in my test scene?
- Shadows, well not out of the box. How do you set this up with CGFX shaders? Anyone got this working? Possible? They never actually confirm that cgfx + shadows works in the video.
- Gamma Correction, well somethings going on. Everything turned whiteish. I tried disabling the gamma correction in my shader parameters and enabling the gamma correction from VP2.0, and it didn't exactly look all that well. I haven't read up on how it's supposed to be used yet to be fair.
- Motion Blur, seems to work similar to non-cgfx. Not perfect imo but works.
Replies
msaa is video card dependent, all the different levels work fine for me but my ati radeon 5850 only has 8x aa so that's all I can set viewport 2.0 to.
Gamma correction seems useless to me, what is this used for besides washing out your scene?
Unfortunately facing ratio does not work so I can't make all my freznel shaders that I like.
Kodde is your shader the best uber shader for environments, I'll get my basic lighting test scene up with screenshots this weekend and from there I'd like to start testing your shader and give you feedback if you're interested.
I like depth of view. Looks pretty neato.
Some cgfx's are not letting me see textures somehow.
I know it's a bit off thread, but where's Turtle renderer they were supposed to ship with 2012? Gosh, I miss it so much.
http://usa.autodesk.com/adsk/servlet/pc/index?id=13420613&siteID=123112
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It's one of quite few versatile realtime cgfx shaders for Maya that I've come across so far. There's not more than three or four I know of by heart that I can remember. There's a dedicated link to me shader thread in my signature. You're welcome to give me feedback and I'll try to answer any questions you have if you post them in that thread.
Ok, can it be because Maya displays 8bit instead of 16bit colors in the viewport?
I dont use Maya anymore but it seems useless as you say if the viewport is displayed in 8bit which will create banding/artifacts
There is no reason to turn on the 2.2 gamma correction unless you know specifically why and when you need it. The banding issue is directly related to the 8bit target not having enough precision and the 16 and 32 bit buffers obviously fix that.
Here's a list of the stuff I found to be missing for basic renders.
-facing ratio hooked up to a ramp is not supported, you'd need a cgfx shader to do any kind of freznel effect.
-point lights don't cast shadows.
-volume lights aren't supported at all, good luck using point lights or negative lights.
Create a new dedicated render camera, create a measure tools > distance tool, position one of the distance tools locators at the render cameras lens and parent constrain it to the camera, position the other locator where you want the focus to be.
Open the render camera in the attribute editor and go to the DOF parameters, in the Focus Distance parameter write the following:
=distanceDimensionShape1.distance;
You should now have the distance tools measured distance feeding into the Focus Distance parameter. This gives you the nicety of being able to set a focus point with a locator and when you move the render camera around you should still have the same focus point at the locator instead of having to re-tweak these settings whenever you move your camera.
Enjoy
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By the way, did anyone try getting shadows working with any CGFX shader in Maya? Anyone confirm that this works/doesn't work?
If anybody has any examples of stuff they've done in VP 2.0 now that Maya 2012 is out that would be rad
In the viewport I've got joints lights and handles hidden, but the IK handles still show up in 2.0, everything is fine in Default Render) and when I actual render the pic lights and joints are visable in the render but not in the viewport. You can see the joints just above the eyebrows if you look close:
-edit- okay so turning off joints in the main Hide/Show menu (not just the viewport) actually works, but when I turn off lights there the scene goes dark...
It takes some tweaking to get just right and I'm anoyed that I'll have to paint out the joints in PS, but for the most I'm impressed