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

Viewport 3.0 - Real Time Render

Viewport 3.0 - Real Time Render

Maya's viewport has been one of the best viewports out there, but now  there are few programs have a better viewport than maya's, that can give you real time render. This would be so usefull for look development and even to skip rendering... We see now the new Blender Viewport that has realtime graphics, or awesome viewports like Marmoset or Substance Painter. We see some effects in them like glows and real time volumetrics lights! Please maya don't stay behind... 

58 Comments
g2m.agent
Collaborator
g2m.agent
Collaborator

Octane for Blender 2.8: Real Time Modeling

https://www.youtube.com/watch?time_continue=40&v=vKjnsQ5Rozs

Anonymous
Not applicable

So... for you guys who want to be able to view stuff properly in Maya, i'm building a plugin that lets you do this... at the moment i just finished doing the PBR Shader... and now i'm working on post processing... ( only did film grain for now... documentation is scarce on how to implement something like this so :)) took me like 2 days to figure it out...) but here is my current result... Maya Realtime Viewport 2.0 PBR Pipeline Work in progressMaya Realtime Viewport 2.0 PBR Pipeline Work in progress

Xaia
Enthusiast

So this plugin of yours will let me see arnold shading network in the viewport? Or is it completely separated pbr shader? If so, there is no use for that.

Anonymous
Not applicable

This targets people who are in the Game Industry, or want to preview realtime in the viewport... instead of sending stuff to Marmoset or Unreal to test and do lookdev... its completely unrelated to Arnold pipelines.... if you are rendering in Arnold... just preview in arnold  🙂 thats a different can of worms....but in theory i could make a function that overrides arnold shading networks and displays them using this shader... properly.... but this wasn`t my goal at the moment... maybe future versions 🙂

Kloworks
Advocate

I always wanted viewport similar to marmoset but they focus on Arnold, what about Maya LT users? there is no arnold for maya lt. all Iam hoping this is not build with python or else maya lt will not support. 
+ Iam impressed you can develop it. while autodesk until now they can't fix the alpha still buggy as hell.

Anonymous
Not applicable

Its not python...  the shader is built upon the hlsl dx11 support for Maya... and for post processing i'm doing viewport overrides in c++.. I'm sure they could do it if they wanted to... the tech is there.... they probably are just not interested in that aspect... and the alpha.. will still probably be buggy ...i don`t know... i might just switch to alpha cut like unreal and try to add dithering:/... still trying to figure out what can be done... 

Anonymous
Not applicable

So, how is it going, with your shader work? @Anonymous 

sokolmehmeti
Explorer

Yes please! Autodesk pls update your software! 

Anonymous
Not applicable

@Anonymous ... I'm a bit caught up in some other work... i still need to create an interface for materials and stuff... to unify the environment map on all used shaders in the scene and stuff like that.... I'll post when I have something usable!

Anonymous
Not applicable

If we can get something like in the second half of this video that would be amazing..not all of us have the tech to build  what ready At Dawn Studios have done for their game.
  https://www.youtube.com/watch?v=NUaHL-Lcsyo

batarg
Advocate

main advantage of maya's viewport is speed!

id prefer bulky shading with superfast interaction rather than shiny stuff that stuttering.. maya is at first animation creation tool

 

id suggest viewport with optimizing slider fast<>quality or modes: rigging/animation(fast), modeling/lookdev(quality)

Anonymous
Not applicable

Seeing the real time rendering capabilities in Blender, I'm painfully trying to transition away from Maya. The only reason I'm still using Maya is because I know it inside and out. 

Ideally I would love to see more viewport functionality in Maya. As a concept artist, having the ability to realize my designs in real time in Maya's viewport to the degree that you can in Blender would be absolutely indispensable. Currently I have a base file set up with an ideal viewport set up combined with certain materials I know look good in maya... but it just doesn't have the same capabilities as Eevee. The next best thing is Arnold, but the ability to get instant, real time, high quality visuals from my workspace compared to the rendering time it takes for Arnold - it's incomparable. I'll take real time every time. So often I've had tasks that need to be delivered the afternoon, and the set up time for something like Arnold and the response time for something that would be relatively simple or much faster in a real time environment, it would be priceless to have that capability in Maya and so often VP 2.0 just doesn't cut it. And to be clear this isn't an attack on Maya, Arnold or it's viewport. I use it all the time and it's useful - to a point. But having the same realtime capability in a viewport that Eevee provides Blender users would not only save me having to learn new software, it would greatly expand Maya's usefulness for concept artists like me who use Maya in their pipeline.

Seriously, 2.0 is creaking now and it needs serious expansion. Things I would like to see more than any other is way better lighting system. Shadows that don't fall apart at scale. A quick and dirty fake global illumination system. Softer shadows. Volumetrics. HDRI... you know, modern capabilities 🙂

emouillet
Enthusiast

i agree we need those feature with Maya viwport. 

- 2d post process ( bloom, vignet, grain, grading )

- screen space reflection 

- light / reflection probes

 

Unification of shaderfx context and stingray pbs context, into a new clean PBR context where all shaderfx function are accessible , and not only a subset. Ability to use cubemap and latlong hdr in dds/exr format inside this PBR context. Put the specular_cube.dds / diffuse_cube.dds / ibl_brdf_lut.dds nodes inside the shaderfx network and let the user be able to customise it, by replacing cubemap by latlong for ex. 

 

Create 2 additional shaderfx template in this unified context with :

- unity PBR shader

- unreal PBR shader

 

Strong consistency when exporting shader to unreal / unity 

 

 

emouillet
Enthusiast

More info about merging shaderfx context to control maya viewport.

https://forums.autodesk.com/t5/maya-ideas/shaderfx-workflow-improvements/idi-p/8020321

1006138663
Advocate

Four years on, Autodesk never disappoints people because they don't care

Leemurray3d
Contributor

I agree Maya needs real time rendering and needs to get with the times, it's the 21st century.. come on Autodesk catch up..

emouillet
Enthusiast

I have just install 2022, to check difference from 2018. and shaderfx wise nothing has change so much :

- the stingray PBS name is still here while stingray engine is now dead tech

- the refresh glitch when  attribute editor can't display attributes from  shaderfx graph is still here

- still no PBR shading model in the standard shaderfx context

- no merge or unification of any kind beetwen shaderfx context and stingray PBS 

My bet is that since Kees Rijnen departure from AD , shaderfx has now start to walk to the abandonware graveyard, and only some small maintenance is done.

 

It's a shame cause shaderfx is one of the rare thing that maya can do , but houdini can' t : the precise viewport control throw a clean shading graph. 

Autodesk is focusing on their standard shader, which sound like a nice idea. To create a good agnostic shader , that can handle viewport / precalc control. But the shader is a black box and doesn' t offer the power of shaderfx. the other problem is that if you want to make the viewport work, you had to use arnold specific nodes like arnold env light to get viewport reflection. This kill the benefits of the agnostic logic because you have to use arnold nodes, to take advantage of the full potential. 

 

Honestly i have wait 4 years. and i think you guys should stop expect anything good or magic from AD viewport / shaderfx wise. Maya is now becoming an animation software , and autodesk only focus on this aspect. They also try to recreate an external houdini as a maya plugin with bifrost. The tech look sweet and interesting but i honestly can' t see how they can fill the gap with Houdini, especially when Marcus Nordenstam the source brain behind the tool has leave the company.

For viewport and realtime i don't bother with Maya anymore , waiting for chicken to get teeth, i import directly in Unity / UE and do the RT work here.

 

 

 

abercaine
Advocate

@emouillet 
in the last Nvidia talk you can see the new raytraced real time viewport running in max and maya .

emouillet
Enthusiast

@abercaine

Thanks for the info, i am curious now ! do you have a link where we can see this in action ?

Cheers

E

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

Submit Idea