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​Viewport 2.0 full support
Utilizing the latest OpenGL, we rewrote all display part of the Miarmy nodes and make it better compatible with viewport 2.0. It is more stable and faster than before, also more intuitive on agent selection.
​​Better Geometry Real time display
​Nowadays, the previs quality requirement is much higher, for meet the needs of the customers, we rewrite the real time display feature with the newer instance and GPU features of OpenGL, made it able to display tens of thousands agents in a single scene fast and smooth.Image Added

Realtime Display a Stadium Crowd



Render Rewrite

Procedurals
The procedurals of each popular renderer (Arnold, Redshift, V-Ray, 3DS Max V-Ray and PRMan) has been rewritten. Comparing with previous version, it’s faster because we utilized better renderer API and organize the data better and remove the bounding box in the new version render API, and it’s more stable (especially the random shaders part) and more intuitive (automatical export render contents)

Texture and Shader
We redesigned and developed the textures and shaders variation pipeline and tools, now it’s easier and more comfortable to work with. We can control the shader and texture randomize with weights and variables easily and add/remove variant directly in GUI. Everything can be customized now, for all renderers.

Material binding
With above material pipeline, when rendering the scene, all render procedurals’ shaders are binding to the shaders in Maya scene. It reads the materials directly in scene when rendering rather than export the materials info outside Maya. This optimized the material pipeline and made everything more stable, get rid of any trash nodes creations. Additionally, the Alembic export uses the same workflow.

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Better User Experience

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