Autodesk MAYA 2016

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Autodesk Inventor Professional 2015
FAQ Autodesk Maya Description Autodesk Maya 3D animation software delivers a comprehensive creative feature set with tools for animation, modeling, simulation, rendering, matchmoving, and compositing on a highly extensible production platform. For visual effects, game development, post production, or other 3D animation projects, Maya offers toolsets to help meet demanding production requirements. Autodesk Maya Latest Version! Works with All Windows versions Users choice!
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This is a computer translation of the original content. It is provided for general information only and should not be relied upon as complete or accurate. Sorry, we can’t translate this content right now, please try again later. This project is a proof-of-concept that explores the feasibility of editing content in a Maya viewport plugin while rendering the scene being edited using the Embree high-performance ray-tracing kernels and a modified version of the Embree sample path-tracer.

Simple editing in the Embree-based viewport renderer is done no differently than in the default or high-quality viewport renderers that ship with Autodesk Maya. The only appreciable difference is that the result is ray-traced. Key features of this plugin include: We do not anticipate that the code will undergo much additional development or maintenance.

In addition to the source for the plugin, to build it you will need to download and install: Maya passes control to the viewport plugin when it wishes to refresh the viewport The plugin: Changes in meshes bounding box, transform, number of points, etc. Light changes require recreating some or all of the lights in the scene but not a BVH rebuild. And finally, any camera changes require flushing the frame-buffer otherwise, rendered results accumulate from one refresh to the next.

A number of issues had to be surmounted to import scene data from Maya into the Embree sample renderer: All colors from Maya and textures needed R and B swapped Textures needed to be flipped on one or two axes depending on format Camera eye-point and look-at vectors could be imported without change, but the view-up elements needed negation Transforms required negating the off-diagonal elements of the Maya transform matrix, and then extracting the translation from the last column of the Maya transform matrix.

The Maya scene graph needed to be collapsed into the flat scene graph expected by the Embree sample renderer by querying inclusiveMatrix for each MDagPath object All transforms and coordinates are single-precision Some additional considerations also needed to be addressed. In addition, Maya has far more functionality than is implemented in the Embree sample renderer.

For example, this viewport plugin only supports objects made of triangular polygons, and only a subset of common material properties. The plugin supports directional, point, spot, and single-triangle area lights, but not ambient or volume lights. Finally, the Embree sample renderer implements only a subset of the features provided by the Embree kernels for example, the renderer in this plugin does not support hair, instancing, and subdivision surfaces.

To allow artists to create content in Maya without changes to their standard workflow, a number of features were added to the Embree sample renderer for these plugins: Changes to how textures are imported to correct the displayed result A new hybrid renderer was created that uses both the host and coprocessor s at once to share the cost of generating a frame.

This can improve the overall frame rate at the expense of host memory and CPU cycles. In terms of the differences between the Windows and Linux implementations, they were primarily in the build process, plus differences in functions used to determine the paths of shared libraries and numbers of available threads. As far as the build process is concerned, the differences are: Other Implementation Information Embree has its own private thread pool and threading runtime that is used by the single-ray and ISPC renderers on both the host and coprocessor.

This runtime is set up by the rtcInit call among other things at the creation of each rendering device. The single-ray device goes a step further by calling TaskScheduler:: Currently this causes the single-ray renderer to run very slowly on the coprocessor in the Linux implementation.

In all cases, of course, the number of threads used can be controlled at initialization time. There are two other aspects that control the performance of the rendering, especially on the coprocessor. First, the BVH builder used can affect the overall rendering performance.

For example, BVHs built with the bit Morton builder are rendered more slowly than those built with the bit Morton builder. We chose to use the bit builder for our experiments since it handled most models we threw at it with higher performance except for the San Miguel scene, which requires the bit Morton builder to render at all. As you might guess, the BVH for static scenes can be queried faster than the one for dynamic scenes. This plugin is using dynamic geometry and scenes, since that potentially allows the replacement of changed geometry without a full BVH rebuild not implemented.

The ISPC renderer, in particular, is also highly vectorized for maximum performance on both the host and coprocessor, at least in the case of coherent bundles of rays such as primary rays. Note that the first two must default to white to make texture maps visible, while the latter defaults to black. The refraction index defaults to 1. Roughness is calculated as follows: The diffusion coefficients are currently hard-coded in EmbreeViewportRenderer:: To be implemented successfully we also need to collect three-value refraction indices.

Unfortunately, this has not been done — only a single-value refraction index is collected, making successful metals unlikely. In which case, a non-black ambient color would be required to switch from single-value to the three-value refraction coefficients needed for metals.

In outline, the material works as follows: There may also still be some bugs in the material implementation or the underlying BRDFs. Developer Challenges Among the many challenges faced during the creation of this plugin, three stand out.

First, the Embree ray-tracing kernel and the Embree sample renderer signal errors via exceptions for performance reasons. This can make it quite challenging to trace an issue, especially if it happens on coprocessor. Sometimes these exceptions cause Maya to crash, sometimes they simply show up as a failure of the plugin to load properly.

Gdb was usually able to catch these exceptions on either the host or coprocessor, but sometimes it was easier to narrow down the issue by diagnostic output. When the exception was located, it was also helpful to add diagnostic text before throwing the exception to make it easier to diagnose in the future. You need to watch out for this when more than one frame buffer is being rendered at once using the Embree sample renderer, and store the necessary information for each viewport.

Since Maya fortunately requests that only one viewport update its display at a time, only one render device was active at a time, avoiding machine oversubscription and other possible issues resulting from these globals.

This may change in the future. Likewise, these globals can cause problems when you load more than one host plugin at a time — crashes can result when plugins are unloaded or Maya is shut down.

This version of ISPC is not publically available, and whether it is considered for release will depend on customer demand. Considerations when Authoring Ray-traced scenes While working on this project, we discovered a number of things that should be obvious for anyone used to authoring content for final rendering in a ray tracer, but that may not be obvious to someone doing initial content creation in Maya or in another digital content creation tool using a ray-traced interface for the first time.

You need lights present in your scene to see anything. Actual Maya lights need to added to the scene for anything to show up in the viewport. Off-camera lights and objects matter. But this is not the case in a ray-traced viewport, since off-camera lights cast illumination that is seen by on-camera objects, and off-camera objects cast shadows that effect the illumination of on-camera objects. Light does not go through walls. Exterior lights can only enter rooms by proper openings, so rooms will be dark if not internally lit.

It does not, as is common in many digital content creation tools, cause an intrinsic glow on any object with a non-black ambient color at least as implemented in the Embree sample renderer. Likewise, directional lights in the Embree sample renderer come from infinity as in Maya, and so can be blocked.

Once again, objects will need to be lighted properly to be seen. You still need to cheat with light. In practice, it is very hard to author scenes that consist solely of physically accurate inverse-square light sources. Use of non-physical lights with linear falloff, or no falloff, can greatly speed the creation of a plausibly lit scene. In ray tracers, as in the real world, light bouncing off an illuminated wall spills onto other objects, adding the color of the wall to the color of the light received by these other objects.

Likewise, partially transparent objects can act as gels, modifying the color of the incoming light. It should be noted that while this version of the Embree sample renderer properly handles refraction of rays from the camera including tinting due to an intermediate material , it does not handle refraction of light sources properly.

Thus, even transparent objects cast black shadows at this time Ideas for future work As noted, these plugins are a proof-of-concept. A partial list of possible enhancements includes: Make changes in Maya update not just the last-selected ray-traced viewport, but all ray-traced viewports at once.

Support the case where more than one material is present on an object Support more complex materials and different Maya material types Support more types of Embree and Maya geometry hair, subdivision surfaces, instances Provide the user with feedback on the memory used by a scene Remove all possible use of global variables Build Directions Note: These build instructions have only been tested on Red Hat Enterprise Linux 6.

To build on Linux, do the following: Prerequisites for both Embree and the Embree sample renderer:

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