Maya 2017 with Arnold
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angus_davidson
- Posts: 583
- Joined: 20 Dec 2012, 04:13
- Skype: ithacapellin
Re: Maya 2017 with Arnold
You can still get MR from the Nvidia site. I think you now need to purchase it though. I doubt Nvidia are going to pay it that much attention though. iRay will most likely be their main focus.
It was a good move to include arnold, some of the integration done has made it really easy to get up to speed. Before the softimage plugin was always in a much better place.
That been said we are sticking with Octane as its just a crap-ton faster
It was a good move to include arnold, some of the integration done has made it really easy to get up to speed. Before the softimage plugin was always in a much better place.
That been said we are sticking with Octane as its just a crap-ton faster
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Technomancer at Digital Arts
Wits University
Technomancer at Digital Arts
Wits University
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Bullit
- Moderator
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- Joined: 24 May 2012, 07:44
Re: Maya 2017 with Arnold
Thanks for the link talent103.
It seems Nvidia is intended into sabotaging themselves. Who buys or even try a render engine with that kind of examples?
It seems Nvidia is intended into sabotaging themselves. Who buys or even try a render engine with that kind of examples?
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rray
- Moderator
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- Joined: 26 Sep 2009, 13:51
- Location: Bonn, Germany
Re: Maya 2017 with Arnold
I'm glad they didn't do what I expected, which was switching Arnold to pay-each-application-plugin-seperately
softimage resources section updated Sep 26th 2026
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Bullit
- Moderator
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Re: Maya 2017 with Arnold
But now you lost a render engine which you could put rendering in various computers to one you cannot even continue working.
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Mathaeus
- Posts: 1778
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- Location: Zagreb, Croatia
Re: Maya 2017 with Arnold
Can't say, it seems I've managed yesterday, to kill both Graph and Time editorluchifer wrote:So. is it just me or the workflow of the new Time Editor is very familiar?
Definitively will checkout, especially how Time Editor deals with animation offsets, for now I believe it's good thing...
Workflow and such, still 'good old'
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Rork
- Posts: 1359
- Joined: 09 Jul 2009, 06:59
- Location: Close to The Hague, Netherlands
Re: Maya 2017 with Arnold
Ahhh.... the 'delete unused nodes' command.
THE way to mess with a-hole colleagues or naive interns
Not that Maya needs something like that, it's weird enough in it's ways as it is......
THE way to mess with a-hole colleagues or naive interns
Not that Maya needs something like that, it's weird enough in it's ways as it is......
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
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Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 22:38
- Location: St. Thomas, Ontario
Re: Maya 2017 with Arnold
@Mathaeus
https://developer.nvidia.com/opencl
According to the release notes, the latest driver for NVidia supported by version 368.81 WHQL of the Release 367 driver is compatible with OpenCL v1.2
http://us.download.nvidia.com/Windows/3 ... -notes.pdf
Concerning OpenCL, can you provide a little bit more details?Anyway back to topic, anyone knows what does it mean message about 'openCL not supported by nVidia drivers newer than 361, set appropriate env variable'. Got OpenCL to work by setting the env variable MAYA_OPENCL_IGNORE_DRIVER_VERSION=1, but is it better to rollback to older driver, or to live with this env variable.
https://developer.nvidia.com/opencl
According to the release notes, the latest driver for NVidia supported by version 368.81 WHQL of the Release 367 driver is compatible with OpenCL v1.2
http://us.download.nvidia.com/Windows/3 ... -notes.pdf
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Maya 2017 with Arnold
Yeah I've read that too, but it seems that Maya has a different opinion. That's why I'm asking . This is from Maya output window:Daniel Brassard wrote:
According to the release notes, the latest driver for NVidia supported by version 368.81 WHQL of the Release 367 driver is compatible with OpenCL v1.2
Code: Select all
OpenCL evaluator is attempting to initialize OpenCL.
OpenCL is only supported on NVidia drivers up to version 361.75. To enabled OpenCL for this driver version set MAYA_OPENCL_IGNORE_DRIVER_VERSION=1.-
Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 22:38
- Location: St. Thomas, Ontario
Re: Maya 2017 with Arnold
Which version of Maya are you on?
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Maya 2017 with Arnold
Don't get me wrong, but, did you read the topic and thread? Autodesk Maya LT 2017 2017, btw.Daniel Brassard wrote:Which version of Maya are you on?
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luceric
- Posts: 1252
- Joined: 21 Jun 2009, 22:08
Re: Maya 2017 with Arnold
368.86 is the first driver that works fine again.Mathaeus wrote:Yeah I've read that too, but it seems that Maya has a different opinion. That's why I'm asking . This is from Maya output window:Daniel Brassard wrote:
According to the release notes, the latest driver for NVidia supported by version 368.81 WHQL of the Release 367 driver is compatible with OpenCL v1.2That's with driver version 368.81. So, Maya GPU override doesn't work. With older version of driver, or mentioned env variable, it's fine.Code: Select all
OpenCL evaluator is attempting to initialize OpenCL. OpenCL is only supported on NVidia drivers up to version 361.75. To enabled OpenCL for this driver version set MAYA_OPENCL_IGNORE_DRIVER_VERSION=1.
you'll get crashes with drivers between 361.91 and 368.86
in the future, Maya will be updated to allow opencl again on 368.86 and up.
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Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 22:38
- Location: St. Thomas, Ontario
Re: Maya 2017 with Arnold
@Mathaeus
Thanks Luceric for the clarification.
No need to be rude, I can read just fine. Just confirming which version you have: Maya LT, Maya full, etc. Sometime a subversion can have bugs introduced that are not necessary apparent in the full version. Clearly not the case as Luceric mentioned.Don't get me wrong, but, did you read the topic and thread? Autodesk Maya LT 2017 2017, btw.
Thanks Luceric for the clarification.
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Maya 2017 with Arnold
Definitively, while Time Editor thing is much more visual. Regarding such tools, I think, huge immanent problem with them is, once Mixer controls the animation, there's sudden switch from completely visual controls, to abstract words, LeftGrpArmUp_rotz or animClip_22_hold_up07_fall002 and so. It seems they did everything to keep the workflow still visual, and that's great. Let's say this 'expand' in pic, even it's not editable, it gives a nice visual remainder, what's happening in clip. Groups on left side are recognized automatically by Maya, from pretty much unusual rig (for Mayan's practices). Noticed in other forums, that some people had less luck using built-in rigs, heheheluchifer wrote:So. is it just me or the workflow of the new Time Editor is very familiar?
Because is not tied to character like old Maya Trax, could be used for anything, like sequences of camera animation
I'm afraid this is also a sad remainder, which app instead of Maya, deserves such improvement of non linear animation, but, well, at some point we should move on...

Other than that, in bounds of Maya LT, Node Editor behaves differently.
All in all nice... for around 350 Euros yearly (that's LT final price where I live), plenty.... nobody else offers such arsenal of tools.