Maya 2017 with Arnold

News concerning 3D DCC business
angus_davidson
Posts: 583
Joined: 20 Dec 2012, 04:13
Skype: ithacapellin

Re: Maya 2017 with Arnold

Post by angus_davidson » 27 Jul 2016, 04:43

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
--
Technomancer at Digital Arts
Wits University

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 07:44

Re: Maya 2017 with Arnold

Post by Bullit » 27 Jul 2016, 11:17

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?

User avatar
rray
Moderator
Posts: 1810
Joined: 26 Sep 2009, 13:51
Location: Bonn, Germany

Re: Maya 2017 with Arnold

Post by rray » 27 Jul 2016, 12:58

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

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 07:44

Re: Maya 2017 with Arnold

Post by Bullit » 27 Jul 2016, 18:33

But now you lost a render engine which you could put rendering in various computers to one you cannot even continue working.

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 19:11
Location: Zagreb, Croatia

Re: Maya 2017 with Arnold

Post by Mathaeus » 27 Jul 2016, 20:23

luchifer wrote:So. is it just me or the workflow of the new Time Editor is very familiar?
Can't say, it seems I've managed yesterday, to kill both Graph and Time editor :( somehow, by managing 'workspaces' , also a new feature... anyway got them back with Maya Classic workspace and saving as new one, something like. To be fair, one thing I appreciate in Maya is a bit more of possibilities *before* going into Mixer, like copy paste animation between hierarchies. Actions from Graph Editor are nicely recorded in Script Editor, so on.
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' :D Maya. For small example, it's only 3d app on planet, able to kill (or heavy damage at least) a custom rig, by single action from shader editor..... yeah exactly that.... "Famous" 'delete unused nodes' from Hyper Shade actually deletes any chain longer than 2 or 3 solely math nodes, unless they are locked, while lock isn't displayed anywhere on node, and so on and so on....

User avatar
Rork
Posts: 1359
Joined: 09 Jul 2009, 06:59
Location: Close to The Hague, Netherlands

Re: Maya 2017 with Arnold

Post by Rork » 28 Jul 2016, 13:02

Ahhh.... the 'delete unused nodes' command.

THE way to mess with a-hole colleagues or naive interns :p

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!!

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 22:38
Location: St. Thomas, Ontario

Re: Maya 2017 with Arnold

Post by Daniel Brassard » 28 Jul 2016, 17:07

@Mathaeus
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.
Concerning OpenCL, can you provide a little bit more details?

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

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 19:11
Location: Zagreb, Croatia

Re: Maya 2017 with Arnold

Post by Mathaeus » 28 Jul 2016, 17:55

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
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:

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.
That'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.

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 22:38
Location: St. Thomas, Ontario

Re: Maya 2017 with Arnold

Post by Daniel Brassard » 28 Jul 2016, 18:17

Which version of Maya are you on?
$ifndef "Softimage"
set "Softimage" "true"
$endif

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 19:11
Location: Zagreb, Croatia

Re: Maya 2017 with Arnold

Post by Mathaeus » 28 Jul 2016, 18:37

Daniel Brassard wrote:Which version of Maya are you on?
Don't get me wrong, but, did you read the topic and thread? Autodesk Maya LT 2017 2017, btw.

luceric
Posts: 1252
Joined: 21 Jun 2009, 22:08

Re: Maya 2017 with Arnold

Post by luceric » 28 Jul 2016, 19:19

Mathaeus wrote:
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
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:

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.
That'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.
368.86 is the first driver that works fine again.
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.

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 22:38
Location: St. Thomas, Ontario

Re: Maya 2017 with Arnold

Post by Daniel Brassard » 28 Jul 2016, 19:49

@Mathaeus
Don't get me wrong, but, did you read the topic and thread? Autodesk Maya LT 2017 2017, btw.
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.

Thanks Luceric for the clarification.
$ifndef "Softimage"
set "Softimage" "true"
$endif

User avatar
Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 19:11
Location: Zagreb, Croatia

Re: Maya 2017 with Arnold

Post by Mathaeus » 29 Jul 2016, 19:51

luchifer wrote:So. is it just me or the workflow of the new Time Editor is very familiar?
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, hehehe :D . Anyway who knows for what reason.
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...

Image

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.