5.1.3 - Arnold for Maya
25 May 2022
MtoA 5.1.3 introduces Arnold 7.1.2.0 and is a minor feature release bringing several USD improvements, as well as other bug fixes.
Installation
- Download the Arnold for Maya plugin
- Follow these installation instructions .
System Requirements
Maya 2020, 2022 or 2023
Windows 10 or later, with the Visual Studio 2019 redistributable.
Linux with at least glibc 2.17 and libstdc++ 4.8.5 (gcc 4.8.5). This is equivalent to RHEL/CentOS 7.
macOS 10.13 or later .
CPUs need to support the SSE4.1 instruction set. Apple Mac models with M series chips are supported under Rosetta 2 mode.
GPU rendering works on Windows and Linux only and requires an NVIDIA GPU of the Ampere, Turing, Volta, Pascal, or Maxwell architecture.
Optix™ denoiser requires an NVidia GPU with CUDA™ Compute Capability 5.0 and above.
We recommend using the 511.09 (Quadro), 511.09 (GeForce) , or higher on Windows and 495.46 or higher drivers on Linux . See Arnold GPU for more information.
The driver type must be set to DCH.
I n the driver page select "Windows Driver Type:" DCH
The cache will also need to be re-populated after installing a new Arnold version, updating to a new NVIDIA driver , or changing the hardware configuration of GPUs on the system. More information can be found here .
Maya Plugins Compatibility
MtoA 5.1.2 works with the following Maya plugins
- Bifrost Extension for Maya 2.4.0.0
- MayaUSD 0.18.0 (USD 21.11)
Enhancements
- Render Swatches are now enabled by default (MTOA-1077)
USD Enhancements
- Mesh Lights : Geometry lights are now supported in the render delegate ( usd#1080 )
- Color Management : When a usd file is loaded, the color manager node is set based on render settings parameters ( usd#946 usd#1042 )
- Motion Blur from Render Settings : A usd scene with Render Settings primitive can be rendered with motion blur ( usd#1089 )
- Varying topologies and motion blur : Support velocity motion blur on geometries with varying topologies (mesh, curves, points) on both the procedural and the render delegate ( usd#1090 )
- Support arnold primvars in instances : When an instancer has a primvar for an arnold builtin attribute (e.g. matte), we now propagate it to its instances ( usd#1100 )
- Support UsdPreviewSurface displacement output : scenes where UsdPreviewSurface is used as a displacement shader, through its attribute displacement are now supported. This is needed to render the Alab scenes ( usd#1130 )
- Support light linking on instances : We can now support setting a point instancer, or an instanceable prim, in light linking ( usd#1128 )
- Optimize nested instances in the render delegate : The memory consumption for nested instances (point instancer having another point instancer as a prototype) has reduced dramatically in Hydra ( usd#1124 )
- Render NurbsCurves as UsdGeomCurves: Usd Nurbs Curves were previously ignored by Arnold. They are now rendered as basic UsdGeomCurves ( usd#1120 )
- Support instanceable prims with variant overrides: It is now possible to render an instanceable prim referencing another primitive, and override its variants ( usd#1127 )
- Support per-instance velocity blur : The Arnold render delegate now supports point instancers with varying amount of instances, where it's the velocity blur that drives motion blur ( usd#1092 )
- Usd Writer reuses eventual existing material primitives : This is needed for MayaUsd exports, so that the original mayaUsd material is kept, and Arnold shaders are assigned in the "arnold" context ( usd#1139 )
- Support shader connections to lights in Hydra : Using an ArnoldNodeGraph primitive, the Arnold render delegate now supports connecting arbitrary shading trees to light's colors ( usd#1141 )
- Support lights filters in Hydra : Similarly to shader connections, arnold light filters (gobo, etc...) can now be assigned to lights, through an ArnoldNodeGraph primitive ( usd#1141 )
- Improve shader dependency graph in the render delegate : The tracking of shader connections (for materials, lights, light filters, etc...) is now more robust, and fixes crashes when disconnecting or reconnecting shaders ( usd#1158 )
Incompatible Changes
- Connection priority in MaterialX document: Setting both a value and a connection as input of a node is undefined behavior in MaterialX. Arnold will now prioritize the connection over the value when both are defined. (ARNOLD-11198).
Bug Fixes
MTOA-617 - Tweaking "Enable Swatch Render" in the Render Settings is now refreshing all swatches automatically
ARNOLD-12299 - Crash when writing .ass file expanding procs without a render session
ARNOLD-12232 - Memory leak when rendering deep EXR layers
ARNOLD-11809 - Random crash when rendering multiple scenes in parallel
ARNOLD-12211 - [GPU] Optix denoiser memory leak when creating and destroying render sessions successively
ARNOLD-12177 - [GPU] Crash with ramp shader after aborting due to an error
ARNOLD-12166 - [GPU] Texture memory leak when creating and destroying render sessions successively
ARNOLD-12165 - [GPU] Incorrect volume bounds
ARNOLD-357 - [Licensing] Licensing error "[clm.v1] product key not found
ARNOLD-12144 - [maketx] Unwanted log messages
ARNOLD-12171 - [MaterialX] Crash when exporting a volume shader to MaterialX
ARNOLD-11198 - [MaterialX] Connection is ignored when a node input also has a defined value
usd#1073 Resolve node attributes from referenced files
usd#1093 Fix instanceable references in the same USD file
usd#1104 Compute visibility until the eventual root prim
usd#1129 Support UsdUvTexture relative paths with udims
usd#1133 Set outputs layer names only if required
usd#1136 Fix uninitialized UV coords with leftHanded meshes
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