2007年10月29日 星期一

maya2008demo

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=9974388

General rendering features一般渲染功能
Preview and render object space normal maps在物體空間預覽和渲染法線貼圖
You can now create and preview normal maps in object space. In addition, you can render object space normal maps in mental ray.你現在可以在物體空間創建和預覽法線貼圖,另外,你可以在mental ray中渲染物體空間法線貼圖。
Enhanced camera features增強攝像機功能
A new attribute has been added to the camera Attribute Editor that allow the tumble tool to perform a local axis tumble.一個新的屬性被加入到攝像機屬性編輯器中允許翻滾工具(tumble tool)去執行一個自軸翻滾
A camera trigger update feature has been added that allows non-DAG nodes that are not connected to the camera to force a refresh. If there are nodes in your scene that are not connected to the DAG and you want to force a camera refresh, you can connect the node to the camera's triggerUpdate attribute.加入了一個攝像機觸發升級(trigger update)功能允許沒有連接到攝像機的非DAG節點強制刷新。如果你的場景中有沒有連接的DAG節點並且你想讓他在攝像機中強制刷新,你可以連接這個節點到攝像機的triggerUpdate屬性中
For example, if you have a custom cache node that is not connected to the DAG, create an output attribute (for example Update_Required) on this custom cache node which is affected by the inputs on the cache node. Then, connect Update_Required to the camera's triggerUpdate attribute. This way, when the user changes a setting on the cache node, the Update_Required attribute will be marked dirty, and because it is connected to the camera's triggerUpdate attribute, the triggerUpdate will be marked dirty and thus force the camera to refresh.舉個例子如果你有一個自定義的沒有連接到DAG的緩存節點,在這個自定義緩存節點上的創建一個被緩存節點的輸入屬性所影響的輸出屬性(比如Update_Required),然後連接Update_Required輸出屬性到攝像機的triggerUpdate屬性。這樣,當用戶改變緩存節點的設定以後,Update_Required屬性就會被標記,並且因為它是連接到攝像機的triggerUpdate屬性上的,triggerUpdate屬性就會被標記,這樣就強制攝像機去刷新。

mental ray for Maya renderingmental ray for Maya渲染
Increase rendering efficiency by converting textures to an optimized format: You can convert textures to an optimized format with a tileable structure to increase rendering efficiency. Using this format, mental ray does not load entire images but only the portion of the images required to render. Memory consumption is therefore reduced and you can render larger scenes and scenes that include textures with a higher resolution.
通過轉換貼圖紋理到一個優化的格式來增強渲染的效率:你可以把貼圖紋理轉換到一個無縫結構的優化的格式來增強渲染的效率,使用這個格式,mental ray不載入整個圖像而只是載入所需要渲染的部分,內存的消耗因此而降低,而你可以渲染更大的場景,更高分辨率的貼圖。
This feature increases rendering efficiency when you have a complex scene with a lot of textures that cannot all fit into memory at the same time.當你擁有一個帶有很多貼圖的複雜的場景,不能再同一時間內讀入內存,這個功能增強渲染的效率
Create mental ray transfer maps in object space: You can now create mental ray transfer maps in object space.用mental ray在物體空間的傳遞貼圖:你現在可以用mental ray在物體空間的傳遞貼圖(maya2008以前不可以)
Render hardware particles with mental ray: You can now render the following particle types with mental ray: Points, MultiPoint, Spheres, Sprites, Streak, MultiStreak.用mental ray渲染硬件粒子:你現在可以用mental ray渲染渲染以下粒子類型:Points, MultiPoint, Spheres, Sprites, Streak, MultiStreak.(就是以前要用hardware渲染的粒子)
Note: Motion blur is supported for hardware particle rendering in mental ray.要點:mental ray現在支持渲染硬件粒子的動態模糊。
Hardware particles are shaded in a way that is similar to software particles: a shading group must be assigned to the particle shape, and its surface shader completely determines the appearance of the particles.硬件粒子採用了與軟件粒子相似的著色方法,必須賦予粒子的形態節點一個陰影組(shading group),這個陰影組表面材質決定了粒子的外觀表現。
New mia_material_x shader: A new mia_material_x shader has been added that allows you to simulate materials used in architectural and product design renderings. This shader is similar to the mia_material shader but offers additional features such as additional bump mapping attributes and returns multiple outputs.新加入了mia_material_x材質:一個新加入的mia_material_x材質允許你去模擬在建築設計和產品設計上用到的材質。這個材質與mia_material很相似,但是提供了一些附加功能,比如凹凸貼圖的附加屬性並且返回一個多重的輸出。
User framebuffers in output passes: You can now use user framebuffers in mental ray camera output passes. When you create an output pass you can now select user framebuffers and output to file.在輸出層中(output passes)使用用戶幀緩存:你現在可以在mental ray攝像機輸出層中使用用戶幀緩存。當你創建一個輸出層,你可以選擇用戶幀緩存並輸出到文件中。
When you select a user framebuffer to use with an output pass, mental ray for Maya automatically makes the required framebuffer and output pass node connections.當你在輸出層是選擇用戶幀緩存,mental ray for Maya自動製造所需的幀緩存與輸出層節點的連接。
The user framebuffers are rendering attributes (color, alpha, depth, and so on) that control which image channels are passed to the shader and in what format. When used in conjunction with output passes, framebuffers are useful to split a render into component passes that you can later composite.用戶幀緩存是渲染屬性(色彩通道,阿爾法通道,深度通道,等等)用來控制哪個圖像通道用什麼格式被渲染,當使用分層渲染時,把一幅圖像分成幾個層,然後再合成,幀緩存是非常有用的。
Set maximum resolution for Material Sample swatches: You can now set a maximum resolution for your Material Sample swatches. If your file texture is above this resolution, a swatch will not be created until explicitly requested.設置材質採樣樣本的最大分辨率:你現在可以設置材質採樣樣本的最大分辨率。如果你的貼圖分辨率大於這個分辨率,這個樣本不會生成除非明確要求。(Material Sample swatches材質採樣樣本,就是你在Hypershade裡看到的那些材質球的小圖標,還有紋理的圖標,maya的souceimage目錄下的maya.swatches就是放這個東西的。)
This reduces memory consumption and reduces the Hypershade load time, increasing performance especially when dealing with many large textures. This is most useful for initial load of scenes with many large file textures.這個功能是減少內存負擔,減少Hypershade載入的時間,尤其是在涉及有很多大分辨率的貼圖時增強性能,在最初載入有很多大分辨率的貼圖的場景時非常有用的。
Convert Maya hair to native mental ray hair: By default, Maya hair is converted to native mental ray hair so that it can be rendered with mental ray standalone.轉化Maya hair到mental ray 專用hair:默認的,Maya hair被轉化成ental ray專用hair,這樣可以使用mental ray 獨立版來渲染。(maya2008以前,maya本身的hair不能被mental ray 獨立版渲染)
New options for the mental ray for Maya command line renderer: You can now control rendering options, such as the Auto Memory Limit or Render Threads option, via the mental ray command line renderer as well as via the Render > Batch Render > r and Render > Render Current Frame > r windows.mental ray for Maya命令行渲染的新選項:你現在可以通過mental ray命令行控制渲染選項,比如自動內存限制,或者Render Threads?選擇。這和通過菜單Render > Batch Render > [] and Render > Render Current Frame > []是一樣的。
Smaller .mi files are created when you export fur and hair using the binary format: When you export your object(s) to a .mi scene file using the binary format, the Hair and Fur (Hair Primitive) objects will be approximately 50% smaller as compared to previous releases of Maya. This will result in significantly smaller .mi files.當你使用二進制的格式導出fur和hair將會創建更小的.mi文件:當你把你的物體導出到一個.mi的二進制的格式場景文件時,hair和fur(Hair 元素)物體將比以前maya版本導出的文件減少大約50%的大小。這講大大減少.mi文件的大小。
Improvement with IPR for mental ray for Maya: Maya 2008 provides improved performance with the startup of IPR in mental ray for Maya. In addition, a snapshot of the model view is provided when IPR is used. The default for IPR Quality is now Render Settings.加強了maya的mental ray的IPR渲染:Maya 2008提升了mental ray的IPR渲染啟動的性能。附加的,當IPR渲染進行的時候,提供了一個模型視圖的截屏。現在默認IPR渲染的質量就是渲染設置裡的質量。
Simplified workflow for creating lightmaps with the mental ray fast subsurface scattering shaders: When you create any of the misss_fast_shader, misss_fast_simple_maya, misss_fast_skin_maya nodes via the Hypershade, Maya automatically creates the lightmap network for you.簡化創建快速次表面散射(3S)材質的lightmap的工作流程:當你在Hypershade創建任何3S 快速材質(misss_fast_shader), 3S 快速簡單材質(misss_fast_simple_maya), 3S 快速皮膚材質(misss_fast_skin_maya)時,maya會為你自動創建lightmap的網絡連接。
New mental ray shaders have been added:加入了新的mental ray材質
Use the mia_light_surface shader to represent the shape of a light source.使用mental ray燈光表面材質(mia_light_surface shader)去表現光源的形態。
Use the mia_envblur shader to blur the environment in a way that looks very similar to shooting an extremely large amount of glossy reflection rays into it.使用mental ray環境模糊材質(mia_envblur shader)去模糊環境,看上去與一個發射很多數量的高光反射光線的環境非常相像。
Use the mia_portal_light shader to create a portal light to reduce final gather rays and rendering times.使用mental ray入口光線(mia_portal_light)材質去創建一個入口燈光來減少最終聚焦光線與渲染時間。
Use the mia_exposure_photographic shader to perform tone mapping.使用mental ray相機曝光(mia_exposure_photographic)材質去完成調和圖片。
Use the mia_lens_bokeh shader to simulate depth of field.使用mental ray鏡頭bokeh 材質(mia_lens_bokeh shader)去模擬景深。註:bokeh是攝影學上的術語,特指通過相機鏡頭產生的焦距以外區域的成像表現。起到突出主題的作用。(其實和photoshop濾鏡裡鏡頭模糊產生的效果一樣)
Use the contour_shader_silhouette shader to put contours at the silhouette of objects.使用邊緣輪廓材質(contour_shader_silhouette shader)在物體的輪廓上賦予邊緣線。
Use the contour_shader_maxcolor shader to take the maximum (in each color band) of the two material colors on each side of the contour.使用邊緣最大顏色材質(contour_shader_maxcolor shader)在物體的邊緣線的每一個面上呈現2個材質顏色中(每一個顏色波段中)最大的那個顏色。
Improved workflow for mia_roundcorners shader: The mia_roundcorners shader can be used with any Maya shader that has bump mapping. You can also chain other bump textures to the Bump_vector attribute of the mia_roundcorners shader to layer the bump effect to your shader.改進mental ray導角材質(mia_roundcorners shader)的工作流程:mental ray導角材質可以和任何擁有凹凸貼圖通道的Maya材質一起使用。你也可以連接其他的凹凸貼圖到mental ray導角材質的凹凸矢量屬性上疊加一個凹凸效果到你的材質上。
Attribute Editor templates supported for mental ray structure and arrays: Maya now supports Attribute Editor templates for mental ray struct and arrays.屬性編輯器模板支持mental ray的結構與陣列:Maya現在支持屬性編輯器模板支持mental ray的結構與陣列。
Support for input of DDS files: mental ray for Maya now supports input of the .dds format.支持輸入DDS文件:mental ray現在支持輸入DDS文件。
Improved method for subdivision approximation node: Beginning Maya 2008, the subdivision approximation node produces ccmesh primitives instead of subdivision base mesh primitives. ccmesh primitives can define polygons with an arbitrary number of edges, rather than just triangles and quads. This new method can be up to several times faster than the previous. For best performance, use triangles and quads or a combination of both.改進了逼近細分節點的算法:從maya2008開始,逼近細分節點產生ccmesh物體代替細分基本網格物體。ccmesh物體不僅能夠定義三邊形和四邊形,還可以定義任意多邊形。這個新的方法能夠比以前加快幾倍的速度。為了更好的性能,使用三邊形和四邊形或聯合使用三邊形與四邊形。
Support for native mental ray light linking: mental ray for Maya now uses native mental ray light linking. Shaders are no longer responsible for their own light linking. All the Maya linking information is automatically handled by the mental ray core and shaders automatically receive the relevant light information.支持mental ray專用燈光鏈接:mental ray for Maya現在使用mental ray專用燈光鏈接,材質不再依賴於它們自身的燈光鏈接,所有的Maya鏈接信息被mental ray核心自動處理,並且材質接受相關的燈光信息。
Custom Text supports Python code: The Custom Text Editor now supports Python code.自定義字符支持Python代碼:自定義字符編輯器現在支持Python代碼。
Swatch now available for mental ray texture nodes: The mib_texture_lookup, mib_texture_lookup2, and mib_texture_filter_lookup nodes now provide a swatch display.樣本現在支持mental ray紋理節點,mib_texture_lookup, mib_texture_lookup2, 和mib_texture_filter_lookup節點現在提供了樣本顯示。

Hardware rendering features硬件渲染功能
Maya hardware renderer improvements: The hardware renderer improves the display of layered textures as well as multiple UV sets for different textures in a scene.Maya硬件渲染器改進:硬件渲染器改進了在一個場景中使用多個UV組應用不同的紋理貼圖的層紋理的顯示。
Because the Maya hardware renderer interprets the Env Ball/Env Cube map in a different way from the Maya software renderer, you can choose between the different configurations through the Render Settings: Maya Hardware tab.因為Maya硬件渲染器與軟件渲染器對環境球與環境立方體的解釋是不同的,你可以通過渲染設置裡Maya硬件渲染標籤下選擇不同的設置。
A new option has been added to control the specular highlight so that it only appears on the opaque surface and not the transparent surface.添加一個新的選項去控制鏡面高光,這樣高光只顯示在不透明的表面上,而不是透明的表面上。
Maya now provides shader files that developers can incorporate into their own CgFX shader.Maya現在提供了材質文件這樣開發者可以把材質文件合併到他們自己的CgFX材質中。
The Maya hardware renderer now supports negative lighting.Maya硬件渲染器現在支持負燈光。
Support for HLSL hardware shaders: Maya now provides support for HLSL hardware shaders.支持HLSL硬件材質:Maya現在提供了對HLSL硬件材質支持。

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