I would like to know if Maya 2018 for Mac is a 64-bit application or not. Apple have recently announced that it is going to stop supporting 32-bit apps, hence this query. If Maya 2018 is not a 64-bit app, would like to know whether Autodesk has any plans to launch this application with it's 64-bit binaries in near future or not.
Maya has been 64 bit on mac since I started. If you ran into a problem with it from version 6 on I would blame it on Autodesk taking it over. Almost all Apple products have been 64 bit for years, it's one of the better things about Apple that most are ignorant of.
I am trying to import a mesh from Mudbox, it is a 3.2 GB obj file. The mesh is around 47 million polys. I am wondering why ZBrush is telling me it cannot import such a mesh? I can bring this mesh into other apps, even Maya.
However, as the 32 bit version of Zbrush is limited to utilizing 4gb of memory, and the 64 bit version is not limited in ram usage to any practical extent, whether you could actually hit that limit in the 32 bit program before it becomes unstable is pretty much impossible. With enough ram in the 64 bit version you can easily hit that limit.
Dividing a mesh with 18 million polygons in 64 bit zbrush will result in a mesh with 72 million polygons. Dividing a mesh with 21 million polygons will fail, because it would result in a mesh that is over the 80 million polygon per subtool limit (subdivision multiplies by a factor of four).
The great benefit in working on 64 bit Zbrush is not the ability to manage infinite polycounts per tool, but the ability to more comfortably manage huge files with many tools, subtools, and undo histories. Assuming enough ram, you can much more comfortably accommodate files with a cumulative hundreds of millions of polygons across multiple subtools.
I can work comfortably with significantly higher polycounts in the 64 bit version before I start experiencing instability or performance issues. The chief benefit, however, is the ability to manage larger files in terms of more high poly subtools, not super high individual subtool poly counts.
@ Spyndel, What you said makes sense for the divisions. I actually wrote a script long ago for maya to tell me what my divisions will be when I subdivide so i can hit high polycounts, but not too high. The thing with the 64bit zbrush, it seems that all the functions are not fully 64bit yet or still have arbitrary limits on them. I can import this particular mesh into 64 bit Maya without a problem and it was built in 64 bit Mudbox without any issue. The mesh itself is also well under 80 million. I can import and export 10GB+ models from Mudbox with ease with a only 32 GB /ram. The issue is ZBrush in this case not bringing in large OBJ files over a certain file size is not a system limitation but a artificial one.
I have confirmed ZBrush does have an artificial polycount cap built in, as while we are able to divide to 80 million on any given subtool, some functions may break or take way too long to run on a mesh at or over 80 million. Having control of the basemesh polycount is even more crucial now that we have to consider how to get the maximum amount of polys out of the sub tool.
There's only one little problem. Since Mental Ray does the displacement first and calls the surface shader later, the normals and eigenvalues don't end up at their displaced position but instead at the original place, which makes them unusable.
This is interesting, and very good. I'm wondering if you could maybe do this for a Regular Maya Shader that can be used across different Maya renderers (ie Mental Ray, Renderman...and so on). That would be REALLY great because, being mainly apart of the Maya community, we're always looking for an alternative to the Maya Ocean Shader (that doesn't render in Renderman because it's "Obsolete").
It's been some time but I didn't forget you. Basically there is no such thing as a "Regular" Maya Shader. Shaders have to be written and compiled differently for each renderer. The standard maya shaders are implemented for each renderer and under the hood maya(or the renderer plugin) uses the appropiate version, depending on what your rendering with. And I wouldn't call mayas ocean shader obsolete. In fact I quite like it. Just like the Tessendorf Ocean it's got a unique look wich sometimes fits better.
Thanks again to you Drew for the wonderful tool. I included the source. If you have any objections don't hesitate to inform me and I'll take this thing down. Else I'd like to spread it a little around the maya community.
Great work Nico, and I like the name of your tool As long as the source stays open I have no objection at all, in fact even if I hated the idea you are free to share your work, that's the beauty of open source!
I understand that the plane is already generating a displacement...but is it possible to create an object level collision displacement based on certain objects being buoyant in the ocean? (ie a ball floating o the surface, and making SLIGHT ripples as it bounces)
The tessendorf ocean doesn't provide any tools for interactions, it's just a procedural system to generate wavelike surfaces. So you'll need to use Mayas tools on top of the ocean to get the desired effects.
The floating part should be doable using a constraint or some other Maya tool on the deformed ocean mesh. The interaction of the water could be done with a wave deformer, or even simulated using a fluid, which then further displaces the ocean (for this I plan on changing the shader so you can use multiple displacements)
donGuzzi : You need a bigger sized ocean. The algorithm creates a wave pattern as big as the Size attribute and the repeats this. So if Size is only 10 meter in your scene scale you will see the tiles.
Hello,ppl using this i want to make ocean having spray,mist,foam,etc.So,plz help me to do this.In default maya ocean it's easy to do using colorAtPoint cmd.But tell me here how to find velocity of particle in y axis emitting from hotOcean surface.
Some of our Artists really like using Vertex Chameleon, but a compiled version was not released for Maya 2015. The company has released the source code so that you can compile it yourself. I compiled it, and a lot of the operations work, but operations involving vertex color layers are broken. Applying vertex colors to a model without layers works fine. But when layers are created, the vertex colors look corrupted, with black splotches all over the place.
So anyone compiling Vertex Chameleon for Maya 2015 should no longer have to figure out a workaround for VertexPolyColourCommand.cpp. On a side note, there is one more fix that needs to be made to get the plug-in to run on 2015 64-bit. In the file RH_VCP_Base.mel, I had to change
This is the easiest thing to do, but it means that the scripts will be broken for Maya 2015 and earlier. If you want it to work with both versions, you will have to add some conditional statements. For example:
i've been trying hard to make the grease pencil tool work.. i have maya 2008 intalled.been trying to make it work by following the installation procedure n number of times.. i don't know if what bit my o/s or maya is 64 or 32.. i don't know how to make it out.
On Windows, the plug-in is provided as a self-extracting installer. The plug-in is compatible with Windows Vista and above and with Maya 2012 and above (64-bit only). The installer will automatically detect which versions of Maya are present on the system and where they are located:
If you only want to extract the plug-in files without copying them to the Maya directories (e.g. for creating a package or some other form of customized deployment), you can change the autodetected path for the relevant Maya version to point to an empty directory (the directory must exist). You may want to uncheck "Uninstaller" in the Components page, since you probably don't need an uninstaller to be created in this case.
Keep in mind though that in order for Maxwell to work in batch render mode with the render.exe utility, the file maxwellRenderer.xml must be copied in the bin\rendererDesc subdirectory of the Maya install path. Maya does not look for renderer description files in standalone packages, so if you want to use that method of deployment you will need to make sure the XML file is copied separately to the correct path.
The install directory for a given Maya version is determined by looking at the registry key HKEY_LOCAL_MACHINE\SOFTWARE\Autodesk\Maya\VERSION\Setup\InstallPath (64-bit or native 32-bit) or HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Autodesk\Maya\VERSION\Setup\InstallPath (32-bit Maya on 64-bit Windows). These keys are set by the Maya installer. If you ever move Maya to a different directory after installing it, make sure you update the corresponding keys, or the Maxwell plug-in installer will be unable to find the new path.
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