The new render setup system, replacing the legacy render layer system, simplifies the management of complex scenes. It brings a modern approach to adding shot-based overrides to scenes, and you can then easily generate templates for the setup of a shot and propagate these setups from one shot to another.
Click
on the Status line to open the
Render Setup editor.
For a series of video tutorials, see
Render Setup workflow video tutorials.
It provides a convenient interface to create, group and position lights, and enables you to adjust attributes for multiple lights in a single editor.
Click
on the Status line to open the
Light Editor.
You can pause updates in Viewport 2.0, in the Material Viewer, and in other editors such as the UV Editor. This allows you to make changes in your scene without having to wait for the editors to update. This can be especially useful when you have a complex scene.
Click
in the Status line or
Material Viewer toolbar to pause and resume updates. When updates resume, the scene is updated with all the changes made while paused. The paused panels are re-rendered and monitoring of scene updates begins again.
Rock and Stucco textures are now supported in Viewport 2.0. Creating a node network with these textures is faster as a result, and playback performance is also improved.
You can move your camera to view your scene along different axes; for example, -X or Y. Select the axis you want from the View > View Along Axis viewport panel menu.
The size of your objects remain constant in the viewport when you switch your camera from perspective to orthographic mode. You can easily switch between the two modes via View > Camera Settings in the viewport panel menu; or, use the hotkey Alt + P.
When used with an orthographic camera, the dolly tool can now operate in Dolly mode so that the camera is tracked forward and backward. Similarly, it can behave in Zoom mode, so that the Orthographic Width changes and you can control how much of the scene the camera sees.
Select either mode from the
Dolly Tool options window (select
View > Camera Tools > Dolly Tool >
). Alternatively, use the
dollyCtx command with the new
orthoZoom flag.
You can expose the shaders assigned to each object in the scene by enabling Display > Assigned Materials in the Outliner.
A shader contextual menu has also been added to the Outliner, allowing you to assign materials to selected objects or use painting to assign a shader, and so forth. To access this menu, right-click any material in the Outliner.
OpenGL Core Profile (Compatibility) is now the default rendering engine for Viewport 2.0 on the Windows and Linux platforms. This mode includes features from OpenGL 2.1 and below, and lets you take advantage of features from OpenGL version 3.2 and above.
On Mac OS X, the default rendering engine is set to OpenGL - Core Profile (Strict) which supports features from OpenGL version 3.2 and above. Features from OpenGL versions 2.1 and below are not supported in this mode.
Hardware selection is now enabled by default in Viewport 2.0. Hardware selection is enabled for all viewport modes (legacy OpenGL, DirectX 11, and OpenGL Core Profile (Compatibility) and OpenGL Core Profile (Strict)).
To understand how to write a shader that performs hardware selection on displaced geometry, and to draw vertex, edge, and face components at their correct displaced positions, see the WaterSimulation example (pictured). For the GLSL version, see WaterSimulation.ogsfx in the presets\GLSL\examples folder of the Maya installation directory. For the DX11 version, see WaterSimulation.fx in the presets\HLSL11\examples folder.
See also the apiMeshShape, dx11Shader, and glslShader examples in the Maya Developer Kit and the What's New section in the Maya Developer Help for more information on API interfaces related to hardware selection.
The StingrayPBS node now supports subsurface scattering and refraction, and the Material Variable node can be used to represent a float2 value.
In the StingrayPBS node Attribute Editor, the Parent Material drop-down list is now called Preset Material. The In Engine Material attribute is now called Parent Material.
Additionally, use the Engine Resource attribute to assign a material name for your StingrayPBS. When you send your assets to Stingray with File > Send to Stingray, this name is used for your material in your Stingray project.
You can now move and rotate the camera in the Hypershade Material Viewer.