Ideas for Maya forum

Welcome all Maya users!

Suggest and vote for ideas to improve Maya. Describe both the steps to show the issue, and how you would prefer it. Enter each idea separately (we’ll remove items with multiple ideas) and assign a specific category.

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Read blogs from our resident Maya experts for updates on when ideas are released in shipping version of Maya. https://area.autodesk.com/blogs/page/1/211.

For an issue that you think is easier to fix but still annoys you a lot, use the Small Annoying Things to fix in Maya forum. Issues in the Small Annoying Things forum are more likely to be fixed sooner, so don’t waste your votes on small things in this forum.|

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  1. More default procedurals (2D and 3D textures)

    I would like to see a bigger, more robust collection of 2D and 3D procedurals in the Maya / mental ray base libraries.

    My top ten list:

    inverse occlusion (edge detection -- think Vray's dirtmap shader)

    directional occlusion

    3D "primitives" (Uses the 3D placement node to create a 3d textural sphere, cube, cylinder, etc inside of its bounds)

    cavity (think Zbrush's default red-clay)

    cellular

    voronoi

    UV-shell ramp (ramps whose "position" is driven by UV shell borders)

    Plaid (multiple layers of grids, checkers, and color variations in one node)

    Swatch (single constant color)

    Panels (randomly divided rectangles)

    117 votes
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    6 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  2. A decent fur system

    Make an all new fur system like shave which is much much better

    97 votes
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    under review  ·  8 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  3. have a blur node

    have a simple blur node that allow us to blur every 2D/3D Textures node in Maya (Mental Core has one like this !)

    52 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  4. 41 votes
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    6 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  5. I want to expose hidden Mental Ray shaders like the mip shaders

    I have to modify files to expose some hidden shaders. I want them to be exposed by default.

    Some shaders are quite useful like mip_cameramap, mip_matteshadow.

    33 votes
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    6 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks to everyone who’s voted on this issue. It is being moved to the Ideas for Maya forum, because although it’s annoying you, it’s not a small thing to address.

    Enjoy spending your Small Annoying Things to fix votes on other ideas!

  6. Allow Folders to be created in Hypershade.

    The Hypershade seems to be more difficult to manage when more environment and characters assets are introduced, it would be nice to have folders to manage textures as a pack for less confusion.

    27 votes
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    2 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  7. Straighten UV Brush Tool for UV Editor

    Hi,

    There's a GIF picture attached to this post that illustrates this suggestion better than a hundred of words.

    Maya feedback program already has a bunch of requests for new UV Editing tools in Maya, with one of them being a Straighten UV functionality, as can be seen in this topics:

    http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/5868505-straighten-uv-tool-like-the-one-in-roadkill

    http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/7246950-better-uv-tools

    http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/6438509-straighten-wavy-edges-tool-in-uv-editor

    Straighten UV is a very handy and demanded feature that allows artists to improve their UVs for hard-surface objects, ultimately leading to less pixel aliasing on textures, easier texture painting and overall better texturing results. The task of straightening UVs can be found in another 3D…

    27 votes
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    under review  ·  0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  8. What about a falloff node like 3ds Max?

    It is a very good Idea to add to Maya a new node called "Falloff" just like 3ds Max. In Maya however we do it with ramp, still there is a great absence of curve-display for the falloff.

    20 votes
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    1 comment  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  9. LayeredTexture node ovehaul (example)

    Key features/changes:
    1. Layer stack one on top of the other (bottom --> top direction).
    2. Blend Modes like in Photoshop!
    3. Drag and drop layers to change order.
    4. Separate Alpha (mask) and Opacity channels.
    5. Ability to paint Alpha(mask) and Opacity using 3D Paint Tool directly on object in viewport.

    6. Not exactly a feature but also important. More attention and care for design. Please just don't make a mess out of it like 10 year old kid did the job. Please.

    I did quick layout in Photoshop for possible look.

    18 votes
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    1 comment  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  10. A modern Viewport 2.0 multi-purpose shader for pre-visualization.

    I don't think DX11 shading is enough unfortunately. As a Maya user that works on OS X it is obviously not an option at all for me.

    I believe it would be perfectly possible to create a dedicated and modern shader specifically for Viewport 2.0 to create quick but excellent looking approximations of a modern physically based shader used by many popular renderers today.

    -Diffuse Color Input, Diffuse Amount
    -Reflection Color Input, Reflection Amount
    -Reflection Glossiness/Roughness
    -Reflection/Environment map (for doing fake real-time reflections, any image could be used or even procedurals like ramps, etc.)
    -Transparency (I would imagine real-time refraction…

    17 votes
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    4 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  11. Texture Baking

    Maya Transfer maps is super slow, so plz update it with below feature.

    >>>Generate a Normal, Derivative, Displacement/Height, Ambient Occlusion, Concavity and Convexity maps of selected object

    >>>Ultra High Resolution Support

    See Below Links

    www.knaldtech.com
    www.knaldtech.com/docs/doku.php?id=welcome_to_knald
    www.xnormal.net/

    12 votes
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    2 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  12. layers in paint fx !

    Add layers on paint effects would be verry handy

    11 votes
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    3 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  13. A Custom Fresnel curves node

    Metal shaders has a complex index of refraction, the ior options on shaders or even ramp/facingRatiom do not supply the tool for a very realistic material. would be amazing a node that we can handle curves in RGB, something like falloff in 3ds max.

    9 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  14. 8 votes
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    1 comment  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
    Anonymous responded

    a little more details would help us here

  15. Multiple UV tile support in 3D Paint Tool

    Sometimes you need to paint certain attributes related to nucleus, animation and shading/rendering using the 3D Paint Tool but currently it lacks support to paint an object using multiple UV tiles so you have to rely on external applications for a basic operation and it becomes a tedious Maya < > External Application process.

    7 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  16. A Size Reference Object !

    An object(like the distancetool) or a parameter that give the real life reference size. This could be used by maya, mentalray, plugins. Think for example of an automating sizing of the leather wood ocean textures, paint effects. Also usefull for physics engines and all mentalray physical simulations, and more.

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  17. Using weightmaps for more than just rigging - Texturing and fluids as well.

    I would like weightmaps to have texturing functions and not just rigging functions. I would like to use weightmaps in hypershade for texture blends as well as controlling fluid emissions.

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  18. Curves like 3dsmax.

    Falloff curves like 3dsmax. They are so beautiful and simple and intuitive and POWERFUL and fast to set up. #grantwarwick #control #whatgives?

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  19. Planetary Atmospheric Scattering (accurate)...

    A shader solution for accurate planetary atmospheric scattering implemented by Sean O'Neil's in nVidia's GPU gems 2 chapter 16. For years I have tried every possible solution to do this without faking it which is not really acceptable for accuracy. I have converted shader after shader from glsl to cgfx only after finding the technique or some other function is not supported - the frustration that atmospheric scattering for planetary purposes can mostly only be found in game engines is daunting. I have even tried to implement atmospheric scattering in shaderfx and once again all functions required are not supported.…

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  20. placement nodes after file texture nodes in the shading tree

    Like in any compositing program, files are only loaded ones and transformed later in the node tree. If I want to place the same texture with different offsets in Maya, I would have to create multiple texture nodes and manipulate their placements.

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
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