Un elenco completo delle features della nuova release:
- General
- Faster Picture Viewer playback
- Speed and memory optimizations
- Installer Command Line Interface (CLI) mode
- Exchange
- SketchUp
- Update to SketchUp 2018 SDK
- Null objects with only one child polygon object now create one combined object instead
- Alembic
- Update to Alembic 1.7.7 SDK
- Performance improvements by caching matrices
- Users can now bake selected objects to Alembic
- New animation retiming controls
- Set Frame (for manual animation control via keyframes)
- Offset Animation
- Playback modes (Play, Loop, Ping Pong)
- Speed setting
- Time Remap Curve Interface
- FBX
- Update to FBX 2018.1.1
- Support for instances
- Axis preferences:
- Flip Z Axis
- Up Axis (Default, X, Y, Z)
- New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES)
- Houdini upgrade to 16.5.536
- AI importer: Illustrator splines now load in at the correct scale
- Modeling
- Enhanced modeling kernel
- Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.)
- Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points)
- Triangulate command
- Triangulate N-gons
- Re-Triangulate N-gons
- Remove N-gons
- Align Normals
- Reverse Normals
- Several tools migrated to the new modeling kernel
- Extrude Polygon
- Extrude Inner
- Matrix Extrude
- Primitives now use the new modeling kernel
- Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates
- An option is available to convert legacy primitives from old scenes to use the new behavior
- The Structure Manager now automatically switches the Component mode (Points, Polygons, ...) to the mode selected in the Structure Manager
- Custom Data tag
- A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions.
- Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided
- OpenVDB
- Volume Builder Generator
- Converts a polygon object, spline object, particle object or a Field into a Volume object
- Can create Signed Distance Fields and Fog volumes
- Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size)
- Filter Objects
- Smooth Filter / Smooth Layer
- Different Filter Types
- Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter
- Fog: Gaussian, Mean, Median
- Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
- Reshape Filter / Reshape Layer
- Different Filter Types
- Signed Distance Field: Dilate / Erode, Close / Open
- Fog: Offset, Range Map, Curve
- Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
- Objects and Filters can be layered using different mix modes
- Signed Distance Fields (Union, Substract, Intersect)
- Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide)
- Volume objects can be referenced as a Field Layer
- Volume Mesher Generator
- Generate a polygon object from a Volume object
- User can control the Voxel Range Threshold or the Surface Threshold
- Meshing can be adaptive
- Import / Export .vdb
- Volume objects can be imported and exported from and to the industry standard .vdb file format.
- Volume Loader object
- References and loads volume files and volume file sequences
- Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach.
- Rendering
- ProRender
- ProRender now supports:
- Subsurface Scattering
- Linear & Angular Motion Blur
- Sub-frame Motion Blur
- Out of Core Texture streaming to render textures that exceed the total GPU memory
- Multi Instances
- Texture Selection tags on instances
- MoGraph Color shader
- Physical Sky
- Compositing passes
- Direct Illumination
- Indirect Illumination
- Emission
- Environment
- World Coordinate
- Texture Coordinate
- Geometry Normal
- Shading Normal
- Depth
- Object ID
- Object Group ID
- Material ID
- Anti-Aliasing can be enabled for
- World Coordinate
- Texture Coordinate
- Geometry Normal
- Shading Normal
- Depth
- Object ID
- Material ID
- Object Group ID
- Shadow Catcher
- 2D Noises: users now can use all 2D noises except 'sparse convolution' in the legacy base shader.
- New Seed setting: users can now specify a seed that is used for rendering.
- Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction)
- Shadow Ray Depth can now be set
- Support for Metal 2
- Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added.
- Scenes are now cached when animations are rendered to the Picture Viewer.
- New Reload Scene per Frame option to enforce R19 behavior
- General performance enhancements
- Physical Renderer
- Improved progressive rendering performance
- Materials
- General
- Immediate low-resolution baking for Viewport
- Improved shader / material baking for the Viewport
- Updated Material previews
- Updated scene setup
- Several new scenes
- MoGraph Beat Shader now accepts float values for BPM
- New node-based materials
- Over 140 nodes available
- Projection nodes can be visualized in the Viewport
- Node networks can be turned into material assets
- Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager
- New Node Editor based on new UI framework
- Attributes Area, displaying the parameters of the selected nodes
- A specialized version of the Attribute Manager
- New connector element showing dependencies within the shading/rendering context
- The Connector context menu allows to:
- Connect Nodes
- Textures
- Load Textures
- Replace Nodes
- Insert Converters
- Copy
- Paste (Link)
- Paste (Duplicate)
- Remove
- Mute Ports
- Propagate Ports
- Basic tab
- Name
- Asset Version dropdown shows the different versions of a node (if available)
- Custom Node color
- Inputs tab
- The input attributes of the selected node
- Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots)
- The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for "Color")
- Context tab
- Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node.
- Asset area
- Lists all available assets provided by MAXON or stored by the user
- The asset list can be filtered by name and keywords
- A keyword filter can set certain parameters in a node (e.g., a search for "Buya" will show a Basic Noise Node with Buya set as the Noise type)
- Context menu
- Create New category
- Create Node
- Import Assets
- Create New Database
- Mount Database (Folder / Zip File)
- Unmount Database
- Export Database
- Nodes area lists all the Nodes in the current setup
- The Nodes list can be filtered
- Nodes can be cut, copied, pasted, deleted and duplicated
- Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, ...)
- Nodes commander, allows the user to search for assets by name and keyword
- Node view
- Nodes
- Header (displays the title, preview and node state toggle)
- Can be colored to give users a way to organized their Node networks
- Naming of the Node can be changed
- Body (includes in- / out-port groups, port bars, port slots and port names)
- The body can display all ports, no ports or only the connected ports
- Nodes can have two major states (full and collapsed)
- Nodes can be displayed in vertical or horizontal layout
- Ports
- Node ports can have different states (unconnected, connected, propagated, converted, group ports, error)
- Node ports are color coded to make it easy to differentiate between different types of ports.
- Ports can be renamed
- Wires
- Several ways to connect a Wire to a port:
- Connect a Wire straight to a port
- Release a Wire on the port name
- Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to
- Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear
- Wires can be displayed as Linear or Bezier curves
- Wires can be muted (displayed as a dotted line)
- Special Nodes
- Start Node: the Node's attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected
- Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews
- Group Node: a Node that contains a nodal network
- Asset Node: Group Nodes can be converted into Assets
- Users can use different techniques to navigate the Node View, including touch gestures.
- Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network
- Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group.
- Nodes can snap to the grid when moved
- Toolbar shows:
- Breadcrumb display of the path to the currently edited Node
- Filter Field
- Uber Material
- Material Asset, build with the new Node system
- Three reflection channels
- Diffuse Channel: renders diffuse reflections
- Reflection Channel with three reflection modes
- Artistic - blends between two user defined colors
- Dielectric - for dielectric reflections, such as plastic
- Conductor - for conductors, e.g., metals
- Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat
- Emission layer for emissive effects such as luminous materials
- Transparency for refractive materials such as glass
- Opacity to control the materials opacity
- Bump to control global bump mapping
- Normal to control global bump mapping
- Displacement to control the displacement of the material
- New Node materials
- Car Paint
- Ceramic
- Concrete
- Cutout
- Emission
- Gold
- Granite
- Marble
- Metal
- Plastic
- Rock
- Wood
- Material Manager
- New commands in the Create menu
- New Uber Material
- New Node Material
- Node materials (displays all materials in the asset repository folder)
- Can now open the Node Editor
- Workflow/UI
- Compositing tag now has a ProRender tab
- Shadow Catcher Alpha
- Light Portal
- Object Group ID
- Multi Instances
- New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines
- Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory
- Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object)
- Supports the Color shader and MoGraph colors
- Project Settings
- Use Color Channel for Node Material"´ setting
- New Console
- Categories provide more overview
- Python console can now completely replace functionality of the Command Line
- Output can be written to files
- Drastically improved performance
- New gradient
- Updated interface
- Gradient color bar can be displayed in 3 different sizes (small, medium, large)
- Selected knots now have an orange outline
- If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range
- New Double Selected Knots and Distribute Selected Knots command in the Context menu
- New Interpolation mode Blend
- Interpolation can now be set per Knot
- Intensity renamed to Brightness (only available in the Legacy gradient)
- New options if gradient is used in User Data"´ (COLOR, ALPHA, NOEDITCOLOR, NOPRESET,NOINTERPOLATION, NOKNOTPOSITION, NOBIASPOSITION, NOBRIGHTNESS)
- New Gradient Node
- Can display textures and shaders in the gradient color bar
- Can display alpha
- Color Chooser is extended with an Alpha slider
- Blending Space can be set to Linear or sRGB
- Knot symbol changes: if this Knot is driven by a Node input
- Enhanced Color Chooser
- Color Chooser now can store alpha values in swatches
- Color Picker now is always available when the Color Chooser is collapsed
- Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color
- The Color Chooser in the unfolded state is now responsive to the size of the manager it displays
- In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly
- The Hex mode now can be enabled directly in the Color Chooser Interface
- Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface
- Alpha slider in the nodes interface
- Texture Manager
- Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material
- Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, ...)
- New Open File in Manager behavior - a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node.
- Open Material in Manager is now exposed as a command.
- Preview shows resolution and bit depth now and small images are centered
- Attribute Manager was adapted to the Nodes' workflow
- New Connector interface to handle node connections
- Preferences
- Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists)
- Input devices: new setting to enable touch devices
- Files / Path: new Fields lists for file assets and database search paths
- Plug-ins: new Field list for plug-in search paths
- Units / default sets: new Alpha mode and Hexadecimal mode check boxes
- New group Gradient
- Size drop-down menu (Small, Medium, Large)
- Selection handles check box
- New group Alpha
- Grid Color drop-down menu (Light, Medium, Dark)
- Renderer / ProRender: new group Out of Core Cache
- Custom Location check box
- Location path
- Material (previously Material Preview)
- New group Node-based Materials
- Node Preview Size drop-down menu (Small, Medium, Large, Huge)
- 3D Preview Scene drop-down menu
- Node Previews check box
- Preview HUD check box
- Modeling/Sculpting (previously Sculpting):
- New group Modeling
- Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove))
- Import/Export:
- Settings for new CAD formats:
- CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings
- IGES (*.igs,*.iges) Import
- JT (*.jt) Import
- Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import
- STEP (*.stp,*.step,*.p21) Import
- Settings include:
- Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects
- Settings how to import Normals, display colors, layers and materials
- Combine by None, Original Bodies, By Topology, By Color or By Layer
- Heal and Stitch
- Optimize Hierarchy
- Setting to import Source Mesh
- Settings to import LOD with JT
- Settings to influence the tessellation, also scale-based tesselation
- FBX (*.fbx) Export
- General: new Instances check box
- Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
- FBX (*.fbx) Import
- General: new Instances check box
- Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
- Volume (*.vdb) Export
- Scale input field
- Animation check box
- Name drop-down menu
- From and To input fields
- Selected Only check box
- Volume (*.vdb) Import
- Volume Grids list field
- Scale input field
- Animation check box
- Name drop-down menu
- From and To input fields
- Group Objects check box
- Import to Project Location check box
- Assets
- Node-based materials and Node networks can be stored as Assets
- Save Assets dialog
- Name: name of the Asset
- Version tag: the version number of the Asset
- ID: Asset ID
- Database: the database the Asset will be stored in
- Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category)
- General
- Send to PictureViewer now supports all Viewport renderings (also OpenGL)
- Camera 2D mode for the Viewport
- New Export Selected Object as ... menu entry in the Object Manager
- The Compositing Project File for Nuke now supports Alembic
- New Viewport display modes for the Texture tag (Simple, Grid, Solid)
- Improved UVs for Sphere (some types), Pyramid and Platonic
- New Bake as Alembic and Bakes as Alembic + Delete commands
- New command Save as Default Scene
- Updated Visualize layout
- New Multi-Passes
- Direct Diffuse
- Indirect Diffuse
- Direct Specular
- Indirect Specular
- Texture mode now works as the former Texture Axis mode. Texture Axis mode isn't available anymore.
- MoGraph
- MoGraph Fields
- MoGraph Fields replace falloffs in all areas where formerly Falloffs were used
- Field Objects are Objects in the scene and can be freely placed and animated
- Some Fields can have Sub-Fields, modifying one of their special parameters
- Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights)
- Old falloffs are loaded as legacy falloffs, can be converted to Fields
- MoGraph Fields UI allows for layering of Fields
- Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip)
- Opacity slider
- Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled
- New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group)
- New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap)
- New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object)
- Fields Interface
- Blending tab: here are the Blending options that are also found in the Field Layer interface.
- Field tab: here are the field-specific parameters of the object
- Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields
- Remapping tab: this tab holds the integrated remapping parameters of the Field value.
- Color Remapping tab: this tab holds integrated remapping options for the Field color
- Direction tab: this tab holds integrated remapping options for Field direction
- Optional View Settings tab: this tab holds the Viewport settings for the Field
- Field object interface
- Same as Fields Interface, minus the Blending tab, plus Direction tab
- Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box
- MoGraph Cloner object now supports Multi-Instances
- Motion Tracking
- SDK
- C++
- New MAXON API
- Project tool
- to generate project files for different operating systems
- support (optional) style and syntax checks
- Python
- Integrated Python updated to version 2.7.14, including updated OpenSSL module
- Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts
- Improved developer workflow due to better integration into external IDEs, including code auto completion
- First exposure of MAXON API in Python