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I keep coming across stylized and NPR workflows for Blender and it seems that the Shader graphs/nodes are more capable than Maya and particularly so when it comes to display in Viewport (Evee).
I wish that Maya had better shader layering and mixing options as wells as the ability to layer and control transparency of compound shaders to create networks that are common in game engines and Blender.
Many of these workflows make use of a Voronoi Texture, a Musgrave Noise Texture and other Volume and Wave Texture nodes as well as blending methods that do not seem possible in VP 2 with standard Maya nodes.
In addition, why doesn't the Simplex Noise have an animation option?
And why arent these nodes able to evaluate in parallel because they are unworkable in Parallel Eval, especially any slightly heavy scene?
The particle meshing system and the hair system also apears to be far more interactive and simple to use in comparison with nHair, Xgen, or meshed nParticles.
I have tried to recreate many of these techniques in Maya with very mixed results and in most cases the result is too heavy to be practical.
Example Stylized and NPR techniques:
https://www.youtube.com/watch?v=0g5bROk9Hvc&t=5s
https://www.youtube.com/watch?v=bLufj7Cy0lA
https://www.youtube.com/watch?v=mbCibu2isB8
https://www.youtube.com/watch?v=L_BoJ0zmhFU
https://www.youtube.com/watch?v=ZwhK51dSSbk
https://www.youtube.com/watch?v=RgRPUlFBHH4
https://www.youtube.com/watch?v=Im3SA3MSzcw
https://www.youtube.com/watch?v=bzOslg5zhGg
https://www.youtube.com/watch?v=p0xUvcThYdo&t=11s
https://www.youtube.com/watch?v=u8JM5FIQbHo&t=8s
https://www.youtube.com/watch?v=FHeBI5tAGP0
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