Ty a lot, please make more videos about lookdevX and the new bifrost graph
@syntheticperson2 ай бұрын
Very helpful. Thanks!
@kjsvfx3 ай бұрын
I am not able to export material X for Unreal, please advise
@vytis35903 ай бұрын
Looks like that compbound thing was borrowed from Blender's node group workflow :) it's identical.
@StefWillemse4 ай бұрын
Pretty neat, I like the live previewing, especially that it works when combining nodes. But what about transmission and SSS and displacement in the viewport? :) Solo mode is also great and compound + promote is awesome. Are we limited to stdlib nodes though? Will arnold nodes be compatible and can they be opened in Houdini Material X if Arnold is installed/not installed there?
@Autodesk_Maya4 ай бұрын
You should be able to open Arnold MaterialX nodes in Houdini, if you have Arnold installed there. Even within Maya/LookdevX, to have access to Arnold specific nodes, Arnold would need to be installed/enabled.
@BathroomTile2 ай бұрын
What's the benefit of using the new pbr standard surface instead of the arnold standard surface, if rendering with Arnold?
@shadownukegamz17942 ай бұрын
How can I open the LookdevX Graph Editor?
@AyushBakshi4 ай бұрын
So dragging and dropping images in the graph works or not? If not then how long does it take autodesk geniuses to think that?
@Autodesk_Maya4 ай бұрын
yes, you can drag and drop images on to the graph inside of the Document, which should create a tiledimage node for it.
@AyushBakshi4 ай бұрын
@@Autodesk_Maya noice 👌🏻😎
@Biancafallani012 ай бұрын
@@Autodesk_Mayacurious will you guys bring your software to iPad I know you guys have tinkercad on iPad ?
@andersonbrandaosudario34254 ай бұрын
I was exploring the new interface, is it Amino? Menu functionallity from Outliner! Ctr+D for duplicating! Impressive. Makes me wonder what's going on with Bifrost. I also wonder, 2025, one still need to convert RGB to float in Maya. Even 3D MAX can handle these trivial things. Why is that so? rhetorical but, Is that a "double click to enter a node and edit its contents" a common UI language in Maya? In this video, it just came out of nowhere
@EmmanuelyawsonAnimationstudio4 ай бұрын
❤❤
@sarulaplays68614 ай бұрын
What's the advantage of using this over the hypershade?
@andersonbrandaosudario34254 ай бұрын
MaterialX is just some attempt to standarlize materials between applications. Although, this new UI might offer some updates after almost 3 decades of unchanged hypershade.
@sarulaplays68614 ай бұрын
@@andersonbrandaosudario3425 Ahh so it's like USD or I guess a part of USD? Thanks for the response
@Autodesk_Maya4 ай бұрын
Hypershade only records data in Maya's native formats (.ma, .mb). While LookdevX is an agnostic look development editor that currently supports two data formats natively and is compatible with any renderer that can utilize these provided data formats. When working with USD (Universal Scene Description), our graphs are directly saved as USD data, allowing them to be seamlessly used in any DCC (Digital Content Creation) software that supports USD integration. (more info at openusd.org) The native MaterialX implementation allows our shading graphs to be accurately formatted and exported to the .mtlx format, enabling utilization in any DCC (Digital Content Creation) tool that supports MaterialX. We can also render our shading graph with any Renderer Engine that supports MaterialX graphs. Additionally, MaterialX includes a component called Shader Gen (an Autodesk contribution to MaterialX) that can target multiple shading languages, allowing the users and MaterialX community to create a single material graph that can generate shaders for various purposes. (more info at materialx.org)
@Drumaier4 ай бұрын
@@Autodesk_Maya But for people not needing to do any USD integration, there are no big advantages of using this lookdev environment vs the hypershade right? Or there are libraries or extra functionalities that are worth to give a try.
@AlvarGG3 ай бұрын
The background noise is so loud lol. Don't you guys know how to record a video?