Shading USD with LookdevX (Maya 2024 New Feature!)

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  • čas přidán 24. 07. 2024
  • USD is the future of large scale production workflows. In this video, I show you how to use LookdevX in Maya 2024 to apply materials and shaders to USD objects.
    For more information on USD, check out these resources:
    Get the Maya USD plug-in here: github.com/Autodesk/maya-usd
    Maya 2024 now available via Autodesk Account: accounts.autodesk.com
    Pixar's official USD Home: graphics.pixar.com/usd/releas...
    My previous USD videos: • USD
    Find my living room scene here: areadownloads.autodesk.com/wd...
    Create an epic robot battle in USD and Bifrost!: • Construct an epic Robo...
    Maya USD on GitHub: github.com/Autodesk/maya-usd
    Catch up with Maya (USD content at 10:00): • Catch up with Maya: Ou...
    00:00 - Intro
    01:03 - Setup
    01:32 - Creating a new USD layer
    02:06 - Using the LookdevX editor
    03:31 - Applying a new material
    04:53 - Material X
    07:26 - Arnold
    10:14 - Customizing the shader interface
    11:13 - Exporting existing Arnold materials to USD
  • Věda a technologie

Komentáře • 32

  • @marcelomoraes2722
    @marcelomoraes2722 Před 4 měsíci +1

    Awesome video! I wonder to know how I configure a UDIM setup in LookDevX?

  • @chrisvienneau3366
    @chrisvienneau3366 Před rokem +8

    Matt. Chris Vienneau here. Still making awesome content.

    • @Autodesk_Maya
      @Autodesk_Maya  Před rokem +1

      Hey Chris, great to hear from you! Thank you for the kinds words. = )

  • @ronydey2696
    @ronydey2696 Před rokem +1

    Wonderful

  • @hysteria13
    @hysteria13 Před 6 měsíci

    Thanks a lot for these videos, they are super informative. I'm just wondering, is there a way to export geo with previously built up aiStandardSurface to USD and MTLX which will work in Houdini and Karma (without rebuilding the shader there)? I could not really find an easy (like plug and play) solution to that. Thanks a lot!

  • @reaktorleak89
    @reaktorleak89 Před 11 měsíci

    Why don't Arnold materials show up in the USD view? They show up in Maya viewport.

  • @tsaworks
    @tsaworks Před 26 dny

    Do you know where Are the Arnold Material presets lokated ? There is no * any more .. and how to Load them.. thx

  • @lobsangdhondup4457
    @lobsangdhondup4457 Před 2 měsíci

    How to apply udim texture in lookdevx

  • @kidsscartoon1
    @kidsscartoon1 Před 11 měsíci

    I went maya registartion key con you help me

  • @forzamaya4087
    @forzamaya4087 Před rokem

    Cool! I want turn space bar key as navigation key instead of alt! Would you help me how to do that!

    • @coolninjax
      @coolninjax Před rokem +1

      Go into settings and hotkeys.... from what I remember

    • @reddaneali5997
      @reddaneali5997 Před rokem +1

      Windows/settings and preferences/ hotkey editor

  • @kidsscartoon1
    @kidsscartoon1 Před 11 měsíci

    please give me maya registartion key

  • @LordLuigi_Rigs
    @LordLuigi_Rigs Před rokem

    Hey! 🖐

  • @tlilmiztli
    @tlilmiztli Před rokem +15

    Maya is absolutely fantastic software but fact that still cant display in viewport shaders of its default renderer is just absurd. For years now if I use something as simple as mix node in Arnold in viewport I will have black blob. Making separate approximation for viewport is time consuming unnecessarily. Also I was having high hopes for Aurora being implemented in this installment of Maya but of course I was being naive... Instead we have... this. Oh well.

    • @Yoshermon
      @Yoshermon Před rokem +3

      I would be happy if we even just got a renderer-agnostic PBR viewport shader that doesn't look like ass. The Standard Surface shader would be nice if it didn't render everything totally dark and gloomy; even a material that's pure white appears a dull grey using it regardless of what Color Management settings you use. I ended up crawling back to Phong so I can preview my scenes without the gritty horror movie filter. If MaterialX can be used on non-USD objects and it doesn't have that problem then I'll definitely switch to it.

    • @andrewsilke1
      @andrewsilke1 Před rokem +1

      @@Yoshermon the standard surface matches Arnold lights so just add lights in the viewport to brighten the scene, (can be a regular directional) no need to be on old phong shaders

    • @Yoshermon
      @Yoshermon Před rokem +1

      ​@@andrewsilke1 I don't want to have to add lights to the viewport for every single scene though. I'm talking from a modeling/rigging/layout perspective, where it is nice to be able to have materials turned on while I'm working without having to worry about lighting whatsoever. I'll admit it is kind of petty in the grand scheme of things but it does make working on things more fun and enjoyable.

    • @andrewsilke1
      @andrewsilke1 Před rokem +1

      @@Yoshermon I understand, and Maya has dropped the ball. Only you can write a button in chat gtp that builds it in a single button and parent to the cam and it’s done. We’ve done that in zoo with a hdri and a hud. Makes everything pretty. This is maya 101, they miss basics but all the power is there. You can hate on them but it is what it is.

    • @Yoshermon
      @Yoshermon Před rokem

      @@andrewsilke1 Welp, I just went through the release notes for Maya 2024 and it looks like they addressed that exact issue with Standard Surface! Now it is the proper brightness, no scripting needed. They also made it the default material instead of lambert, which is actually pretty nice!

  • @StefWillemse
    @StefWillemse Před rokem

    why do so much work instead of IPR?

  • @lematt16
    @lematt16 Před rokem +1

    as always in maya makes everything over complicated, have to go to the outliner to make a shader is non sense, why not making it in the Ui and assign it to the selected obj. Plus having this thing drop under a new Prim is not visualy easy, wouldn't it be better to simply have it under the object itself..i guess i'm an artist and not UI ingenieer.

    • @MauroSanna
      @MauroSanna Před 6 měsíci

      You do realise that this is a USD workflow, not the standard one, right?
      Shaders in Maya can be created in multiple ways: in hypershade with nodes, or just by right clicking on an object and assigning a shader and going through its attribute editor.
      It seems you have never used Maya before, judging by the comment.

    • @lematt16
      @lematt16 Před 6 měsíci

      @@MauroSanna very funny..never use maya, yes sure that must be that. good day sir.

  • @iDidntAskToBeBorn765
    @iDidntAskToBeBorn765 Před rokem

    it always about the god damn (USD) , as a rigger i dont give a shit about usds

    • @reddaneali5997
      @reddaneali5997 Před rokem

      What would you like to see as a rigging artist?

    • @iDidntAskToBeBorn765
      @iDidntAskToBeBorn765 Před rokem +3

      @@reddaneali5997 update ncloth , bullet physics , system muscle , new deformers ,new rigging nodes ...

    • @Autodesk_Maya
      @Autodesk_Maya  Před rokem +1

      I have a video in the pipeline covering the new multi-skin cluster feature coming in the next few weeks. I also have an interactive tutorial on that subject too: area.autodesk.com/m/matt-chan/tutorials/jqajY2BBk

    • @iDidntAskToBeBorn765
      @iDidntAskToBeBorn765 Před rokem

      @@Autodesk_Maya this a good one , hopefully the fbx will also support the multi-skin cluster for game engines.

    • @Autodesk_Maya
      @Autodesk_Maya  Před rokem +1

      There's some more new rigging stuff in this release too, but I haven't committed to doing a video on them (yet).
      Stuff like global scale setting for wrap deformers, some new rigging math nodes, numeric weight visualization, and rotation order changing. help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-E48ECBA5-2BC2-45B5-AFD6-7B3B10214CEE