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.
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.
Thank you for posting in our Community. In order for me to identify the issue and find a solution, it would be a great help if you included additional information such as the exact issue, or if the system worked before, that you may find relevant that can help us diagnose and identify the issue.
Moreover, kindly provide us with your SSU, as it would really help us if we could get more information about your system. The SSU can collect that info that can be helpful to me and if you have done any steps to fix this issue before contacting us please give me those details so we don't repeat any unnecessary steps.
May you please describe the exact issue? In this way, I can determine and provide you with the most accurate solution to fix the issue. Kindly share the issue that you have and other relevant information that you can with me.
Thank you for sharing this information with us. I reviewed the information that you've provided, and just want to confirm, may I know if you encountered any error messages? If yes, can you please share it with us? You can send screenshots that show the error.
Also, I've searched regarding "maya arnold". I'm curious about what you mean by "maya arnold". Are you talking about the Autodesk software? I think that it is a 3D computer graphics program that can create amazing animations and visual effects. If so, could you please tell us more about the specific problem that you are facing?
I appreciate you for sending a YouTube link that shows the error message when rendering to Autodesk MAYA 2022. This is expected behavior. However, please be guided that the Arnold Renderer does not support Intel Arc A-Series GPUs.
We apologize for that as we are still improving and adding some features of the Intel ARC A750 graphics to fix the issue. However, I found this article/link: ( ) that describes an error message that appears when trying to render using Autodesk Maya* specific to Arnold Renderer.
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