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Author George Maestri explores the significant and robust feature set in Maya 2011 that add functionality for its 3D workflows in Maya 2011 New Features. This course covers the addition of Bezier curves for NURBS modelers, the Connect Component and Spin Edge tools in the polygonal modeling mode, and rigging tools for character animation. Enhancements to rendering and special effects are also reviewed. Exercise files accompany the course.
Let's go ahead and take a look at some of the rendering features in Maya 2011. But before we get started, let's go ahead and set a project so that our textures will show up. I'm going to go File > Project > Set. And let's make sure we have Chapter 05 set. And then let's go ahead and open a file. It's called Plane_01.ma. This is just a simple airplane that has some textures on it. The first thing we're going to take a look at is the new Hypershade window.
There have been some additions to it. So let's go ahead and take a look at that. We're going to find that under Window > Rendering Editors > Hypershade. Before I actually go into that, let me point out that there is one thing missing from the Rendering Editors window, and that's Multi-Lister, which had been around since before Maya was a leftover from alias. And so that has finally been taken out of Maya. And now Hypershade is the only way to edit shaders and textures.
So let's go ahead into Hypershade and take a look at this new window. Now like the new interface it actually is sleeker. It looks a little bit nicer. Let's go ahead and actually quickly jump over to Maya 2010 and take a look at the old Hypershade window. And you can see it's pretty similar. You have all of your Create Maya nodes here. You've got your Materials, Textures, all of your tabbed interface here. And we have our work interface here, similar to what it is in Maya 2011. So let's take a look at some of the changes in the interface.
The first thing you'll notice is that this actually now has two vertical panes here. What you're going to find is you're going to find one main entry for each renderer in Maya. So in this case we have the standard Maya renderer and all of the different render nodes that we can use for that. And then we also have the mental ray renderer here and all the default render nodes we can use for that one. Now notice that under each of these we have multiple nodes, so each one of these is really kind of a folder containing additional render nodes.
So you have to click on one of these. And you can get just one, such as the shadow transparency, or you can get dozens of them like we have here, which has all the different types of mental ray shaders. So since we have so many different ones of these, one of the nicer new features is this search box. You can type a word and all the different render nodes that have those letters will show up. And of course, you can use global such as asterisk and question mark and so on.
So for example, if I type phong for phong, I get the five different types of phongs that we have. We have Phong, Phong E in the Maya renderer, as well as in the mental ray renderer, as well another mental ray phong, which is the illumination phong. So that's kind of nice. And we can also again just delete that and go into whatever we want and just search manually. Now another nice little feature is this little slider here which basically is a zoom.
So we can zoom in or out. Depending upon how good your eyesight is, you can probably get more on the screen. And my eyesight is not so good, so I can just make it bigger so I can read everything. And then also another one is if we go up to the top here, we have this one called Favorites, which means that you can actually create favorite render nodes that you can easily access. Again, we really can dig through a lot of these. So you kind of want to be able to bookmark the ones that you like. So for example, if you're using car paint a lot, you can just right-click over it.
And when you right-click, you can just add it to Favorites. So now I've got a mental ray shader. Under Materials, I have car paint. Or if I want, I can go, let's say I wanted to add the dgs_material and so on. So now under Favorites I've got these already setup and ready to go. Now the rest of the window, even though it looks a little bit different, operates very much in the same way as the previous version of Maya. So I'm not going to go into a full Hypershade tutorial.
But I just want to let you know what the differences are and what some of the cool new features in the Hypershade window can do for you.
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