Add froth, foam, and bubbles (“whitewater”) to liquid simulations, creating even more realism and detail in scenes with oceans, beaches, lakes, and stormy seas. Create high-resolution simulations close to the camera, where detail is essential, while lowering the computation of foam particles in other areas. The result: shorter simulation times.
An all-new presets workflow enables you to quickly share looks between meshes by applying premade grass or hairstyles to the meshes for an improved starting point. The XGen library now includes presets previously included for Maya Fur, and allows you to build a library of descriptions with custom thumbnails. So you don't have to rebuild them from scratch every time.
Sculpt guides more quickly and interactively with a new guide-sculpting brush. Width control on splines enables you to create custom shapes for primitives, such as leaves, scales, and feathers. Multithreading speeds preview generation and interactivity, reducing the time spent waiting for primitives to generate on the surface. The new bounding box speeds previews in the viewport by reducing the number of polygons generated.
Drive the behavior of liquids using a cached simulation or an animated mesh object. With a guided simulation, use a full-depth, low-resolution simulation to guide a high-resolution simulation on the liquid's surface. Use guided simulation for carefully art-directed hero waves and similar effects. You can perform multiple iterations at high resolution while retaining the basic look and motion of the underlying guiding simulation.
Create atmospheric effects such as smoke and mist. Aero produces simulations of higher detail and greater physical accuracy than Maya Fluid Effects. As with guided simulation, low resolution aero solves can drive higher resolution detail. The added benefit of adaptivity means that you can define regions of high resolution within a massively large computational domain.
Increase the speed of character rig playback and manipulation. This new, multithreaded system distributes computation amongst existing cores and graphics processors in your computer. A new GPU-based mechanism performs deformations on your graphics hardware within Viewport 2.0. Create customized GPU-accelerated deformers with the provided APIs, and understand and target bottlenecks in scenes and plug-ins with the integrated performance profiler.
Smooth deformation to help guide the final result closer to the original geometry. Use Delta Mush in many different workflows, such as paint-free skinning, smoothing of coarse simulation results, and shot post corrections. A popular user request.
Sculpt and shape models more artistically and intuitively. The new sculpting toolset represents a huge upgrade over previous editions. The new sculpting tools offer more detail and resolution. The brushes feature Volume and Surface falloff, stamp images, sculpting UVs, and support for vector displacement stamps.
We've made building and editing materials in the Hypershade more artist-friendly and intuitive, with simpler workflows and a revamped user interface. A rebuilt node-editing interface makes it easier to connect, arrange, and work with shading components. New workflows enable you to visualize and diagnose complex shading graphs. Customize your UI for the way you work; new layout tabs allow you to work with shading graphs in a far more organized way.