cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Maya 2020: New(!!!) node graph, please :)

Maya 2020: New(!!!) node graph, please :)

 

Maya 2020.jpg

 

73 Comments
johnkeates2865
Advocate

By 'input', I mean 'input'. The input is connectable but not exposed. It should be exposed.

BurkhardRammner
Collaborator

ah, so you mean the 'time-type' attibute...

I go one further -> the timeKey and timeValue attributes should be exposed and connectable

johnkeates2865
Advocate

Nope, I mean the input.animationCurveInput.jpg

FlorianDubiel
Contributor

look at this what Maya once had. Why did they took it out again? Lambert, Blinn etc. are still present in Maya. What a great feature to organize complex networks. Sure, the Biforst Editor is more up to date but when will it happen?

https://www.youtube.com/watch?v=66oLqXgGuZo&feature=youtu.be

BenediZ
Collaborator

Hello, I realized another really huge lack – after weeks of jumping between Maya, Substance, Nuke, Mari:

In any other modern (!) software you can add an Alpha/MASK to any node, in order to let the node affect only a certain area.

This keeps the graph clear readable and you create only what you really need within seconds. You even can tweak  your alpha mask in the same manner easily and tidy.

Especially the power and success of Substance is, when you want to add an effect/noise or any color correction just to a certain area, then you drop a mask on it (and easily composit the mask itself).

In Mari you drop a mask on it. In Nuke you create an alpha file node and plug it in.

But in Maya despite you find a confusing long list of alpha inputs (from which you in 99% wont need any of them), NONE of the alpha inputs does the most important thing, which would be to limit the area of influence of the node itself.

 

This leads, too, to these inflated unreadable spaghetti networks with duplicate node branches, that were blended in a layered texture node.

I am working mainly with Vray and when I want a simple color correction with alpha-blending, that's a nightmare.

Or try to add noise to a texture and want this only to affect a certain area... It would be a no-brainer anywhere else, but in Maya… spaghetti nightmare.

Furthermore the input slot for an Alpha mask should be smart enough to understand that incoming RGB is "alpha is luminance" by default, when there is no Alpha.

The same – mentioned many times, but this is so so so important – is that it should be possible to deactivate/toggle a node. You need to be able to toggle nodes on and off for comparison! I can not believe that something so simple isn't possible and illustrates me every day, how far Maya developers have been away from understanding streamlined workflows and human creativity at work.

"Doing tasks in Maya is like trying to run under water" – you hear this sentence so often, guess why...

If you build now a new node graph, don't forget the very basic node features, that everyone expects!

FlorianDubiel
Contributor

just to increase the pain a little more we are working with Maya. Just watch the video and everyone will understand what is missing in Maya. Normally this should be the other way around because Maya is a payment software and Blender is open source. Time will tell

 

https://youtu.be/WB64dw9LDtk

 

abercaine
Advocate

@FlorianDubiel 
well that's not really the best example to follow, with these straight ugly lines and the cluttered parameter on the nodes.

If there is something to follow would be more like the houdini graph or the Bifrost graph.   

Alexx31
Advocate

@BenediZ "Lack of alpha mask input is causing inflated spaghetti networks"

Very interesting observation! Could you maybe create a new topic about this??

I am right now working in Davinci Resolve for look development and the node graph is very streamlined, every node has alpha mask input. I think too, that this makes a difference in workflow. I did not realize that before...

BurkhardRammner
Collaborator

@tj.galda


Hey gang-man,

how come you don`t listen to me when I talk about the need for an absolute essential editor type when it comes to a node based program architecture?

 

(still not so nice)


Anyway, you don`t have to answer anymore.

I hoped AD would abandon the forced change to subscription only. But they have smart people, the ever same type of money-only-focused weirdos who have absolute no relationship to the product the real workers of the company produce and also not to its users.

After 18 years working with Maya the time is over and my future uncertain. But my will to go paying-slave-only in the future is really weak, sorry.

The only reason to stay would be a licensing model for freelancers similar to what Houdini offers. But haha, I don`t believe AD would seriously do that.

(and, of course, a fully functional node editor would be still essential for me)

 


cheers to all shareholders!

BenediZ
Collaborator

Here comes another suggestion for Node Clutter reduction.

Please have a look and vote here, too:

https://forums.autodesk.com/t5/maya-ideas/mask-inputs-for-all-lookdev-nodes-reduce-node-clutter-in-n...

(screenshot here, but more details in the link above)

in a nutshell Mask Input.jpg

 

 

Anonymous
Not applicable

Just came looking after very long time: Has there anything happened in the last years?
It seems not. All ressources seem only to go in development of Bifrost?
 
I personally think, first all bugs should have been fixed and the existing tools enhanced.
Just consider, how often you will need Bifrost and how often in comparison you need the node graph and hypershade.

FlorianDubiel
Contributor

👍look at this forum here, one can not even like a post, looks like they don't  care about their customers. Every other forum has those features.

BenediZ
Collaborator

Can't find what you're looking for? Ask the community or share your knowledge.

Submit Idea