Surviving the first day in Maya 2009
- 1 From Maya 8.5/2008 to Maya 2009
- 2 Interface Changes
- 3 New Features
- 3.1 Camera-based selection
- 3.2 Archive scene
- 3.3 Merge Vertex Tool
- 3.4 Tweak mode
- 3.5 Preserve textures during transformation
- 3.6 Photon Merge Distance for Mental Ray Global Illumination
- 3.7 Secondary Diffuse bounces unlocked in Mental Ray Final Gather
- 3.8 Multi-render passes for mental ray for Maya
- 3.9 Elliptical filtering
- 3.10 Heat Map Display
From Maya 8.5/2008 to Maya 2009
This page describes the main changes for students between Maya 2008 and Maya 2009.
In Maya 2009, each Panel has an extra Panel toolbar directly beneath the Panel Menu.
It contains shortcuts, represented by icons, for commonly accessed tools and options within you Panel, such as:
- Select Camera, Open Camera Attribute Editor and Camera Bookmarks
- Show/hide Grid
- Show/hide Resolution Gate and Gate options
- Switch between wireframe, shaded, textured and High Quality display modes
- Isolate Select
Mental Ray Render Settings re-organized
The mental ray tab in the Render Settings window is now divided into 5 mental ray tabs, including: Passes, Features, Quality, Indirect Lighting, and Options, providing better organization for the mental ray controls.
An overview of the location of the most important settings:
|Final Gather Settings||Indirect Lighting||Final Gathering|
|Global Illumination Settings||Indirect Lighting||Global Illumination|
|Environment (IBL or Physical Sun and Sky)||Indirect Lighting||Environment|
|Anti-Aliasing Sampling Quality||Quality||Anti-Aliasing Quality|
|Tessellation Settings||Options||mental ray Overrides|
|BSP and photon diagnostics||Options||Diagnostics|
|Raytracing Trace Depth Settings||Quality||Raytracing|
|BSP Settings||Quality||Raytracing > Acceleration|
The information in this section has been directly sourced from the Maya 2009: What's New.
Camera based selection limits the components you can select to those which are unobstructed from the viewpoint of the current camera. This allows you to streamline selection so that you don’t accidentally choose components that are hidden from your view, especially when viewing a scene in shaded mode.
Double-click any of the transformation tools (Move-, Scale-, Rotate-tool etc). In the Tool options panel, you'll find the Common Selection Options section where you can enable Camera based selection
You can now archive your scene and all its dependencies into a single zip file with the Archive Scene command. This is useful to ensure scenes work correctly when transferred between artists.
Merge Vertex Tool
You can now merge vertices quickly with the Merge Vertex Tool by dragging from one vertex to another.
You can access the Merge Vertex Tool by selecting Edit Mesh > Merge Vertex Tool.
Tweak mode lets you quickly move components under the mouse cursor regardless of whether you are currently using the Select Tool, Move Tool, Rotate Tool or Scale Tool.
You can activate Tweak mode by holding ‘ on the keyboard and simultaneously LMB dragging a component.
Preserve textures during transformation
You can now transform components of a mesh without warping its texture. By turning on the Preserve UVs option in the Tool Settings editor for any of the transformation tools, Maya will automatically perform the appropriate transformations to the UV shell to maintain the overall look of the texture.
Photon Merge Distance for Mental Ray Global Illumination
The Global Illumination settings now have an extra Merge Distance attribute, which allows Mental Ray to merge Photon results in area's with high photon densities, generating smoother results in relation to areas with lower photon densities.
Secondary Diffuse bounces unlocked in Mental Ray Final Gather
In Maya versions prior to 2009, you had to use a workaround to unlock the settings for the number of Secondary Diffuse Bounces for Final Gather. In Maya 2009 this setting has been added to the main Render Settings window.
Multi-render passes for mental ray for Maya
The new multi-render pass feature provides an easy work flow for configuring render passes. You can render an unlimited number of render passes, and you can group them into render pass sets. You can also select a subset of the objects or lights in your scene to contribute to each render pass. This subset is called a render pass contribution map.
Using the multi-render pass feature, you can reduce the need to use render layers, thus reducing compute times for scene translation and actual rendering. If you work with complex multi-layered compositions, rendering may also be several times faster. Multi-render passes also allow you perform scene segmentation at render time.
Use elliptical filtering to perform high quality texture filtering and anti-aliasing when rendering with mental ray for Maya. Instead of using point sampling, elliptical filtering uses an area (an ellipse) to perform an image lookup. This ellipse contains many pixels, and the pixels are averaged and the average colour is returned as a result.
Elliptical filtering in Maya is very simple to use. You can access its controls through the Attribute Editor of your file node.
Heat Map Display
For advanced users:
You can now colour nodes in the Hypergraph according to their performance in various metrics. This allows you to quickly identify computationally expensive nodes just by looking at the Hypergraph.