I really wish Autodesk would move to a different licensing method. Oh, and if you do that, save yourself some headaches and use your 2 activations instead of trying to use the License Transfer Utility. If you don't want to wonder if you should have gotten a Mac or a PC for Maya, you may want to go ahead with the iMac and install Windows in a Bootcamp partition so you can decide for yourself. Autodesk is not responsible for errors or failures of Autodesk software arising from the installation of updates, extensions or new releases issued by third-party hardware or software vendors for the certified software or hardware identified in this document (or for any other third party software or hardware that you may use in connection with Autodesk products). (I'm running it on boot camp on a 2013 Mac Pro.) I can also confirm that the Maya frame rates under Windows on my machine are much higher than they are under OSX. (Right now, I can't get it to work at all under OSX, but I'm running Yosemite, which I don't believe is currently recommended by Autodesk.) Speaking for myself, Maya seems to have better functionality and stability under Windows. Also, as a Mudbox user, I have found that transferring objects between Maya and Mudbox works much better under Windows. Under Windows, you can open more than one instance of Maya, which makes it easier to copy and paste between scenes. (This is true for V-Ray too.) I personally think Maya looks nicer under OSX.the menu fonts are bigger, and I love how your last menu selections are highlighted. As BlargKing mentioned, renders are noticeably faster under OSX vs. MUIDrawManager (new interface for Maya 2014).There are advantages and disadvantages to running Maya on either platform.MGeometryExtractor now supports tangents, bitangents and colors.Fixed MGeometryExtractor to allow for more than one set of colors or texture coodinates to be extracted.MIndexBuffer::unload() and MVertexBuffer::unload() added to move a buffer out of GPU memory and into system memory.The 'object' parameter of the MPxVertexBufferGenerator::getSourceIndexing() and MPxVertexBufferGenerator::createVertexStream() methods has changed its type from MDagPath to MObject so as to reinforce that these settings are per object and not per DAG instance.There is now a new type of shader override ( MPxShadingNodeOverride) based on shader fragments.This new system is a direct exposure of the internal MPxShadingNodeOverride differs from the pre-existing MPxShaderOverride in that implementations of MPxShaderOverride are required to produce the whole shading effect for a shading network (including System Maya uses to dynamically build effects for its shading networks. Lighting), while MPxShadingNodeOverride is only required to produce a small fragment for an individual node within the network. Implementations of MPxShadingNodeOverride define a shader fragment or graph of shader fragments to be used to draw a specific. The final composite fragment graph is then compiled to a shading effectĪnd used to draw the objects associated with the shading network for which it was This fragment or fragment graph is then connected to the fragmentsįor the other nodes in the shading network (both those defined internally and by other
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