Maya 2018 released
Jul 25, 2017 by CGPress Staff
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New features in Autodesk Maya 2018 include: Arnold has been upgraded to version 5; enhanced global symmetry supported throughout Maya and improvements to Quad Draw, Multi-Cut, and Live objects; Viewport 2.0 is now fully integrated and becomes the default display mode; a new clumping modifier to make XGen grooming more natural by breaking up uniform flow, plus a collision modifier allowing hair to react to other meshes; new MASH primitives and Dynamics which allow users to apply dynamic properties to MASH networks, these can be stacked with existing MASH nodes to quickly create motion graphics ; numerous improvements to Bifrost to expand capabilities when working with foam; a new rig visibilty mode that automatically hides controls unless users mouse over them; plus many more features and fixes. See the list of changes in Autodesk’s documentation for Maya 2018 (note that some of the listed features were released in Update 3 of Maya 2017).
I think they meant “Patch” and not point release? Ouch..
A disappointing release. Many new features are already there from update 3. However I’ve heard that they plan to release new features every new update from now on in order to support better their new subscription business model.
Ok I’ve found out that they have fixed many bugs. This is a plus even if we expect bug fixes as updates and patches and not promoted as a feature release. In all cases some power users say that this is one of the most stable releases.
Long list of bug fixes
https://knowledge.autodesk.com/sites/default/files/Maya_2018_Readme_enu.htm
Modeling
https://youtu.be/y1keB_J9AiM
Animation
https://youtu.be/DJlADLT2IyM
Well, I can only repeate, what I already said at an 3D Studio discussion:
“Bug fixes are NOT what I am paying for on a release or with my subscription fee!”
I mean, what is that?! No other industry has such a business model, where they sell you an incomplete, damaged product and then ask you to pay a fee to get it fixed over the next months/years and sell this as a service for you.
Bug fixes need to come for FREE. I pay for new features.
Here you go: https://www.cadnauseam.com/2017/07/26/autodesk-confirms-its-own-unconscionable-conduct/
Well, ….
https://www.cadnauseam.com/2017/07/26/autodesk-confirms-its-own-unconscionable-conduct/
Huh, the UV Editor looks now exactly like 3ds Max! I mean, more similarity is not possible 😀 We get now slowly our Max dismantled, piece by piece, and put together in Maya ….
They bought Nightshade UV script just like all other new features(MASH, Shape Editor, Arnold, MOdeling tool, BiFrost, XGen)
The bug fixes are a welcome improvement, but not at the expense of requiring users to update all their existing 3rd-party plugins $$$ for Maya 2018, since I’m sure they all need to be recompiled.
One more reason to jump off boat… I patiently await the day more and more people realizes what kind of company Autodesk is today, they lowered R&D, the fired a lot of devs, they removed middleware, what they want to do is to milk all the users without giving significant improvements at all.
Do you really think the new features list of Maya 2018 is a good one?
MASH is a plugin, Bifrost is being developed for A LOT of years now, and still you can´t control the fluids correctly and… do you have gaseous fluids already that are production ready? and the other things are just small improvements… they sell an area around the cursor to show/hide a list of objects as a new feature!
I´m very happy with the change we did, jumping off Autodesk was one of the best decissions we made since our fundation.
Cheers.
Freelance wise, I’m learning Blender and Houdini. Studio-work wise, I’m still using Maya. That’s life. 🙂
Yeah… this will probably change in the near future… or maybe not… but si think so…
Maya is good, the problem is that it is still an expensive piece of software. There is nothing similar to the quality of Arnold, Time Editor and Bifrost in Blender. XGen also is more capable. UV Editor is much more complete than Blender. NCloth and fluids are full featured. In this update, they were very wise for the first time they preferred to correct so many bugs and to improve the day-to-day workflow. 2018 is the most stable release ever. We will have to wait for update 2 to see if their plan is to upgrade also the software every few months from now on with considerable new features also. However, THEY HAVE TO CUT DOWN ITS PRICE AT LEAST 50 PERCENT FOR SURE! However everyone should know Blender also in case they have problems with their cash flow, it is also a very capable piece of software. But Maya and Houdini are still the best software out there.
Well, everything you said is completely subjective…
Arnold: it´s crap when you are not working on a feature film, it´s not a bad render engine, but it´s not good for many situations, plus it cannot bake textures so…
Time Editor: what is what you see so new? It´s very similar to the NLA editor in Blender
Bifrost: incomplete after MANY years of development, very low control over the fluid, great if you want to create an ocean… basically that´s it.
Xgen: great tool with a bad interface, though for big production houses where you can spend time in that kind of task, but generally slow in production, basically is an instancing system, again nothing new, but very good to create big forests
UV Editor: well… what do you miss in Blender editor? I just miss a bit better packing tool, Maya´s editor is not so different IMHO, I have UV´s in no time in Blender
NCloth: Iin this I will not argue, cool tool
Fluids: fully featured?? If you refer to gaseous fluids, not bad, but they are not evolving and they lack tons of things, ask some VFX artists, with this I´m not saying they are useless, but they lack evolutoin, and they will be retired soon I think, now regarding liquids with particles, it´s a VERY old implementation of SPH in particles.
And that’s everything you named, there are tons of great things in Maya, but there is nothing I miss from Maya in Blender, on the contrary there is one thing I don´t miss… Autodesk and their hostage based licensing scheme.
So Maya is not bad per-se, but it´s not good as of today, and you receive nearly nothing for all your money, I did not found barely any difference between Maya 2015 and Maya 2017, can you tell me that you received something that was an awesome feature that changed your production for the better? Because I can’t…
Cheers.
I think that you are a little unfair in your judgment about Maya. They have done so many improvements.
Maya 2015: Introducing Bifrost (Don’t forget it is Naiad quality, Mantaflow is not even built into Blender), Xgen, Bullet physics, opensubdiv, geodesic voxel (=huge for animation)
Maya 2016: Completely new GUI, new Hypershade, Mudbox sculpting in Maya, Mash (motion graphics), New render set up manager, Xgen Grooming, BOSS, new text and SVG engine
Maya 2017: Time editor, Pose editor, completely new UV editor, New Content Browser, Arnold, auto-rigging.
Maya 2018 update 1 dynamics in Mash, Arnold 5, initial state in Bifrost, a huge list of bug fixes, many workflow improvements (quick extrude, slide etc), weak key features but much more stable for production. We have to wait for update 2 after some months.
I also have to point out that I was wrong about Time Editor. You are right. NLA editor in Blender is equally capable. Cycles in Blender has still incomplete denoiser, principled shader, micro-polygon displacement are not yet ready for production. Don’t forget that Brecht van Lommel was a developer of Arnold. It is the details that matter and Arnold is much more ready for heavy production. However, Maya is still very expensive. They should drop its price at least 50-100$ per month, especially for indies. Maya LT is not enough. As I said I like Blender too, it is very capable, it is for free, it has great professional tutorials and a passionate community. It is good but if you have money to spend and your focus is the best quality possible, it is not the best tool you can choose.
The thing is that I understand all your points, and I’m not saying Maya is crap and Blender is pure gold… not at all! 🙂
What I’m saying is that Maya receives very few improvements over the years, read the list that you yourself wrote down, this is from 2015 to 2018! you named some incomplete tools, and we were paying A LOT of money for it year after year, and a lot of those features are plugins that already existed, Bifrost is completely incomplete and won’t be complete for a few years I’m afraid, at least seeing their development speed, and many other of the improvements there were already in Blender and other packages, I was completely embracing Geodesic Voxel skinning for example, the results were great, well since we embraced Blender as our main production tool I started working with Blender using Rigify and the Autoweight funcion in Blender… it’s the first time I have a full bones rig, with no weird things, with a face rig and with a full skinning working out of the box, literally I have not touched the skin weights AT ALL, and that was not happening in Maya.
Regarding Arnold, as I said, it’s an astonishing production render, but for BIG productions, if you go for a standard 3d studio production, like Arch&Viz or Tech Viz or an animation series with medium budget, or other different things that cannot afford to have such long render times… then you have nothing in Maya, and the most irritating thing of Maya regarding rendering (that was not new) you don’t have A SINGLE RENDER NODE!
Now you don’t in Max either so… Cycles may lack things, of course, but recently it became an awesome production tool, regarding the denoiser, the only incomplete part is related to animation, but that affects you if you work with VERY LOW samples count, for example 32 samples (totally noisy image, a few seconds render), if you work with 200 samples or a bit more the denoiser works flawlessly and you won’t see any defect from the denoiser, still you will get a very fast render, and if you can render your scene in the GPU (wich usually we can with the GTX1080 and it’s 8Gb) then your render will fly, again, I don’t think we are compairing here apples to apples, Arnold is an specific targeted tool and using it in different scenarios is like killing flys with bombs, while Cycles is a generalistic tool, designed to serve for different purposes.
Maya is not bad at all as it is, the only problem is that you pay for things that are incomplete and don’t work, and they won’t work for many years, and now for example, they removed HumanIK from their products list… HumanIK is one important part of Maya and MotionBuilder… what do you think it’s going to happen? I don’t know but MoBu has seen very few improvements over the years and HIK also feels a bit abandoned so… bad feelings there.
The main thing is with maya you suffer from three things:
1.- Pay A LOT of money for it year after year and receive a few improvements
2.- You are in the hands of Autodesk, since now Maya is a rented tool, if they decide to rise the price the amount they want… what can you do? nothing but pay them because you don’t “own” your tool, hence you don’t own your work.
3.- Slow development, and now reduced R&D as Autodesk itself said so, expect slower development and improvements, more plugin acquisitions and converting to nearly some kind of abandonware in some time.
Now, with other packages your receive different things, but I’ll put here three points about the benefits of Blender we saw to trust on it as our main production tool:
1.- Full access to the source code, so we can modify it, I can hire a developer and make changes in my Blender version without being a big studio, I can fix things or add features as I please, this is the reason number one about why a BIG sutudio should include Blender in their production pipeline.
2.- No future surprises, Blender is stable and fast in development pace, and we know what features are being worked at any time, so this allows us to plan our productions and our future developments and projects.
3.- As of today, Blender is a full production ready tool with the best modelling toolset in the market, with one of the best 3d trackers in the market, with an awesome render engine embeded and with support for the most important ones like Vray, Corona or Octane, filled with addons and tools that increase it’s productivity and it’s constantly tested in production inside a team that also has it’s main developers, so it’s a tool developed and tested in production inside the same house, BTW if I have more money I prefer to go and acquire VRAY for Blender, far more useful than Arnold in general and delivers awesome quality too, also production proven, or pay the BF to accelerate the Development speed, or hire a developer to fix the bugs that are problematic to me specifically (then we can release them to the BF if the find them interesting).
After many tests we decided to make the shift because we tried this three things, it’s not even about it being free at all, we also considered Cinema4D and Modo, both of them with a lot of weak spots in many areas.
Regarding this phrase: “and your focus is the best quality possible, it is not the best tool you can choose”
Why?
That is simply not true IMHO, I’m not saying that the best tool is Blender, or C4D or Modo, or Max, I’m saying that I saw crap done in Maya, and I saw pure magic done in Maya, I saw crap done in Blender and I saw pure magic done in Blender, the thing is that as of today Maya is what big studios with big budgets are using, so you will see astonishing things, but it’s not because the tool, it’s because the artists using it, if you go an ask people working in Sony Animation, or ILM or other places, they’ll tell you that they use Maya but they “don’t use Maya”, because Maya is like a platform for all the development done over it, they don’t use the majority of features inside Maya, it’s a platform so the BIG studio can create it’s own tools, and for that they pay big money to Autodesk, imagine a BIG studio embracing Blender and doing all the development over it, there is not much difference, except they already invested A LOT in Maya, so they won’t do the change, at least not in the near future, but give time to the time, big studios are not silly ones, and they won’t like paying three times more than before for the same platform as before, and small studios… well, they are out of game if the stay with Autodesk, no matter if it’s Maya or Max, you are completely sold out so…
In the end, I disagree with Maya being the best tool, it’s a good tool, but it’s just that, a tool, there is nothing in Maya that makes it objectively better than Blender, and if you can name one thing I’ll be happy to hear it, remember, objectively, so you have to disgregard your past experience with Maya and try to judge it equally regarding features, that is something that a studio should do in the end to take proper decissions and not allow emotions to be involved in the judgement, something we had to do, and it’s not easy when all your history is related to Max and Maya up to the bones.
One last thing, regarding Bifrost or MantaFlow, you are right, and I won’t be arguing about it at all, Mantaflow will be incomplete when it’s inside Blender in the near future (actually you can play with it already, and BTW Bifrost is not part of Maya either, it’s an external engine, exactly the same as MantaFlow, why do you think you can’t mix maya rigid bodies with Bifrost? or Maya particles with Bifrost?) but the fact is that we prefer to use an specialized tool for the job, RealFlow (with it’s new price tag it’s a completely awesome tool) or Houdini, they both are far better than Bifrost and MantaFlow and we can use both with Blender.
Cheers!
Funny that no one complains on the lack of features on the new Nuke release. Or the one Nuke10. Or the one on NUke9. And have you seen their price tags? But it’s from the Foundry … they are the good guys. Right?
Not from my POV, we simply don’t use Nuke, it’s price tag is absurd, it’s powerful but 8k (NukeX) it’s completely annoying, the 4K version is annoying too because it’s crippled and overpassed easily by other packages.
So I don’t name the lack of features because we simply don’t use it and won’t use it.
Cheers!
Nuke’s not even on my radar.
Hey Juang3d, just curious, what software do you use for compositing?
I’m asking as I’m looking for Nuke alternatives. Thanks
Hi Gob.
Nothing fancy, we use different packaes when needed, from After Effects to Fusion, now we plan to start using the Blender compositor, wich is rather powerful for some tasks, and I want to check Natron, but I think it´s still too early to be useful in production.
Finally we want to acquire HitFilm Pro since it´s price tag is good and I think it can completely replace After Effects, we want to get rid from Adobe also 🙂
Cheers!
I do most of my compositing in Fusion, but I have Nuke non-commercial installed just for learning purposes (again, thinking of studio-based jobs).
Same with Mari. I can do most of what I want at home with Painter, but it’s good to know Mari.
I wonder when studios will start shifting to something else. If what we hear and read online is true, most studios are always almost breaking even, so cheaper software would improve their cash-flow and business life.
I canceled my Nuke subscription too. Max is next.
Yes, Maya has been really bad since the subscription model. The problem is that they are trying to put in too many features honestly. You can’t expect a stable product ever if there’s always new features getting shoved in…
New metod of control Character copied from Houdini.
So from Houdini 16- is now a Leader. Not Maya.
I try to just be an observer, these are tools to get the job done and my view is that you have to be flexible to change as the industry changes, as the software companies change, as new tools emerge and so on. Without saying too much, I do know for a fact that Maya will have a pretty massive feature coming. It’s a broad feature that may or may not affect how some of you feel about Maya’s current state. This is not a comment meant to persuade anyone, only to let you guys know they are working on some big things.
I read something on facebook about ICE in Maya. That’s probably the big news if it’s true. For me that would be huge since ICE was an incredible tech … but Softimage was perfect to have ICE, Maya I’m not so sure.