Revamped Hypershade to optimize look development workflows
Click
on the status line to open the
Hypershade.
In Maya 2016, building and editing materials in the
Hypershade is now more artist friendly and intuitive, with a revamped user interface that optimizes your look development workflow by providing the following features:
A new
node editing interface is available in the work area, allowing for a simplified workflow when creating shader graphs.
Nodes are created in a streamlined, custom view where only the commonly used attributes are displayed.
Soloing is supported, allowing you to isolate the output of any shading node to see its contribution without having to modify your shading graph.
This functionality helps you to easily identify problems while working through a complex shading network.
You can dock, undock and rearrange panels in the
Hypershade and
create a layout that best suits your workflow.
You can open any of these panels (Viewport,
Render View,
Outliner,
UV Editor,
Graph Editor, and
Attribute Spread Sheet) and dock that panel to the
Hypershade.
You can
render shaders, bump maps, or 2d textures in real-time in the new
Material Viewer.
Preview your material results in a set of
built-in HDR environments and with different sample geometries.
You can create multiple tabs in the work area, each with its own set of nodes displayed. This way, you can
work with multiple shader graphs and edit them simultaneously without the need to regraph.
Material editing is simplified in a
Property Editor that displays shading node attributes in two ways: the classic
Attribute Editor layout; or, the
Lookdev template view with a simpler layout optimized for look development workflows.
Swatch generation for materials and textures can be paused in order to avoid waiting for swatches to render.
You can load and visualize custom GLSL (OpenGL Shading Language) shaders that support lighting, shadows, and tessellation in the new glslShader plug-in when running
Maya in
OpenGL Core Profile mode. This plug-in allows you to obtain the same visual fidelity as you can in DirectX11 mode.
In addition, ShaderFX now supports tessellation, displacement and geometry shaders in core profile mode.
To run in core profile mode, select
Windows > Settings/Preferences > Preferences to open the
Preferences window, and from the
Display category, select
OpenGL Core Profile as your
Rendering engine.