JULY 2019 UPDATE
The July 2019 update of MNPRX includes a completely new Cutout Stylization, together with our own implementation of Ground Truth Ambient Occlusion (GTAO)! These two features, together with a series of smaller new features, improvements and fixes, make the July update a substantial improvement for MNPRX. Just make sure to also update the materials in the scene, to be sure that you are using all the latest features of this update.
New - The Cutout Stylization brings real-time cutout rendering of 3D objects and animation directly within Autodesk Maya through MNPRX.
- New - Render with Ground Truth Ambient Occlusion (GTAO) to emulate ambient lighting.
- New - Visualize and stylize normal Viewport 2.0 Maya materials (NoiseFX, PaintFX and GTAO are only supported with MNPRX materials).
- Fixed - The Target Sequence Renderer can also render and save images from cameras within namespaces.
- New - Ambient occlusion can concentrate pigment density within the watercolor stylization.
- New - Rotation attribute on each substrate.
- New - Thorough control over the Alternate Substrate
- Improved - Material presets do not force to load-up materials within the MNPRX renderer anymore, you can use the normal Viewport 2.0 with it, if desired.
- Improved - Material presets automatically check and clean connected Shading Engines to work properly with certain material setups.
- Improved - The noise created through the NoiseFX tool will not be stretched along one direction anymore.
- New - Double clicking on
matwill now reload the Attribute Editor of the material, forcing the ShaderFX material to show all its attributes.
- New - Selecting all objects that share the assigned material can now be done directly from the MNPRX shelf by right-clicking on
mat-> Select objects with material.
- New - installing MNPRX will check for an existing license and automatically ask the user what to do with it. This will make transitions from Non-Commercial to Indie/Studio much easier by simply re-installing MNPRX and deleting the existing license to enter the new one.
- New - Cutout stylization documentation.
- New - Tutorial series on Stylizing a Scene in progress, featuring the stylization of a production shot from Run Totti Run by Shad Bradbury.
- New - Tutorial for Rendering a Scene.
- New - Thorough documentation on Art-direction, including breakdowns on the NoiseFX and PaintFX tools.
- New - Thorough documentation on the MNPRX Toolbox.
- Updated - All existing documentation to match the July 2019 release i.e., MNPRX Shelf and Configuration node.
Watercolor stylization in Nuke
The watercolor stylization is now also available for Nuke in Indie and Studio licenses, allowing to re-create the style and tweak it further in compositing. More details on where to get it and how to take advantage of it can be found in the documentation.
JUNE 2019 UPDATE
The June 2019 update of MNPRX is the biggest yet! We’ve developed many things to improve the overall experience and to continue moving forward with our planned development. Because of this, a re-installation of MNPRX is required on any computer that has a previous installation running. We apologize for this inconvenience, but hope the new features will make up for it.
New - Viewport rendering has been completely re-implemented to be handled entirely through MNPRX.
- Render with Temporal Anti-Aliasing (TAA) for progressive super-sampled results.
- Abstracted quality for the viewport, rendered images and image sequences within 5 different modes: Half, Standard, FXAA, 4x SSAA and TAA.
- Render out images and image sequences in multiple image file formats (.png, .jpg, .exr, .tif, .iff).
- Create quick playblasts in all formats supported by your computer.
- Rendered images, image sequences and playblasts should have the same colors that you see in the viewport (except for .exr images which are in linear space).
- Define alpha of the rendered images and image sequences as None, Linear, or Premultiplied (only within formats that support alpha channels).
- New - Numerical value for painting amount can now be directly seen and modified within PaintFX.
- New - Pressure sensitivity is enabled when painting with a stylus.
- Improved - Intuitive undo operations within PaintFX.
- Improved - No more flickering of the in-use brush icon.
- Improved - Automatic switch between NoiseFX and PaintFX without re-selecting the objects.
- Improved - Intuitive undo operations within NoiseFX (except for reset and on/off toggle).
- Fixed - Reset and on/off noise toggle now flush the undo queue when used to avoid Maya crashes (Solving these crashes seem to be outside of our power as it relies on fixing the ShaderFX implementation).
- Fixed - When multiple objects share a material, Create New Material will now just create the material within the selection.
- Improved - Loading a material on an object with the default Lambert1 material won’t load the material on all objects sharing it.
- New - ID material presets have been added.
- Improved - Scene stylization will be automatically loaded when opening a stylized scene.
- Improved - Velocity vertex data is only computed by the required geometry.
- Improved - Velocity vertex data is discarded when no longer required, reducing scene size.
- Fixed - Bug where the attribute editor sometimes didn’t show the ShaderFX attributes.
- Fixed - Memory leak when resizing the viewport.
- Fixed - Memory leak when loading different substrate textures.
- New - MNPRX environment variables are now handled by a plugin distribution module, avoiding clashes with environment variables from the host system.
- Fixed - Installing MNPRX won’t modify the existing order of environment variables within the host computer, minimizing clashes that it may have with other installed plugins that may depend on this.
- New - Using MNPRX now requires a valid license. Upon first use, you will be prompted to either enter the activation code that came with your purchase of MNPRX Indie/Studio or activate MNPRX Non-Commercial.
- Please refer to the licensing documentation for details.
APRIL 2019 UPDATE
- Improved - Streamlined mnpr_uber material with documentation.
- Improved - Streamlined mnpr_geoproxy material with documentation.
- Improved - Streamlined MNPRX shelf with documentation.
- New - MNPRX documentation added under the MNPRX shelf icon.
- New - MNPRX issue/feedback tracker added under the FEEDBACK shelf icon.
- Fixed - Playblasts using the rendr tool come out with proper color correction again with Maya 2018.3, onwards (fix of MAYA-88922 bug caused a double color correction).
- New - Thorough documentation on Basics: Installation, Updating MNPRX, MNPRX Shelf.
- New - Thorough documentation on Styles: Presets, Configuration, Import/Export.
- New - Thorough documentation on Materials: Presets, Uber Material, Proxies.
MARCH 2019 UPDATE
New tool that allows the artist to Import/Export the stylization of either the selected objects or of the entire scene. The stylization settings that can be exported/imported include:
- Style parameters (mnprConfig node attributes).
- MNPR materials (with NoiseFX and material attributes).
- PaintFX (all painted parameters).
- Proxies (the geometry proxies, their material and painted parameters).
The tool is name-based, but supports the Import/Export between different namespaces. The stylization can also be imported on scenes where there were no prior MNPRX materials, as long as names of the objects remain consistent.
- New - Viewport Rendering now also matches the resolution gate, when in use.
- Fixed - Memory leak that used all available system memory when rendering out big image sequences.
- Fixed - Texture samplers not being recognized until the shaders were reloaded i.e., no more weird pixels at the borders of the images.
- Fixed - Assigned substrate not showing when opening a scene from scratch.
Watercolor stylization in Nuke
- New - Added sample usage of background plates in the stylization pipeline.
- New - MNPRX stylization can now be imported within the stylization options.
- Fixed - Depth target provoking weird edge darkening lines.
FEBRUARY 2019 UPDATE
- Optimized - Compilation times have been drastically reduced (up to 20x) by optimizing the node network to get rid of redundant shader code. Changing Settings and recompiling the material should now be immediate.
- New - Real-time Displacement and tessellation have been added to the mnpr_uber material. These can be activated within the material Settings. (DX11+ hardware is required for this).
- Fixed and improved - Support for light maps has been improved and a bug regarding the use of diffuse factor with light maps has been fixed. Light maps can be activated within the material Settings, whereas vertex painted lighting is always active.
- Improved - Cangiante algorithm has been improved for better results with mapped textures. The attribute defaults to 0.6 now and can go up or down until the desired result is achieved.
- Reorganized - The material attributes have been reorganized for more intuitive control. The Highlights attributes are not shown by default anymore, but can be activated through Settings.
- Fixed - Bleeding when no objects are behind is now working again as expected.
- New - A textured material preset has been added in the mPre tool. Loading this preset will retain the textures of the prior material (i.e., mnpr_uber, lambert) and set all attributes required for a textured workflow.
- Improved - Creating/Loading a new material will now keep the name of the previously assigned one.
- Improved - A less aggressive licensing method has been created that will always allow to load and work with MNPRX. However, it won’t be possible to render images past the licensing date.
JANUARY 2019 UPDATE
- New - Art-directable shading has been added to the mnpr_uber material. Artists can now control light directly on the object through lightmaps, paintFX or noiseFX. Lightmaps within the material can be activated on demand in the Settings of the material itself. Art-directable shading is found by default within the paintFX and noiseFX tools. Art-directed shading is strongly dependent on the Diffuse Factor attribute. Therefore, an additional Shade attribute has been added to the material to separately control the lighting contribution from lights. It is highly encouraged to read the documentation to fully understand how art-directable shading can be effectively used.
- Fixed - Issue with depth in semi-transparent objects not rendering and certain depth-dependent stylization effects now working properly.
- Improved - Highlight brush that is currently in use.
Watercolor stylization in Nuke
- Improved - Updated stylization pipeline to support the latest changes in MNPRX.
NOVEMBER 2018 UPDATE
- New - Semi-transparency support added to mnpr_uber material.
- Improved - Shade Override and Shade Wrap attributes can now be used together
- Fixed - Issue of objects appearing white after another object with the same material was being painted.
Watercolor stylization in Nuke
- New - Added sample usage stylizing images rendered with an external renderer e.g., Arnold, Renderman.
- Fixed - Issue where color bleeding was not as strong in Nuke as in Maya.
OCTOBER 2018 UPDATE
New - Tool to batch render any render target (images/gBuffers) out of MNPRX. You can specify the following within the user interface:
- Render targets (images/gBuffers) to save
- Custom output folder
- Frame resolution
- Frame range
- Multiple camera views
The artist can cancel the render at any time and all targets are saved within one pass.
- New - Motion-driven substrates (dynamic canvas) that allow for motion coherent substrate-based effects. Activate the Velocity PV attribute in the mnprConfig node to activate it.
- Improved - Controllable substrate tiles through the Substrate Tile attribute.
- New - Smooth/rough transition between tiles by activating the Substrate Tile Blend attribute.
- New - Support for substrate blending between two specified textures with the Substrate Blend attribute.
- Improved - No more Depth Range or Bleeding Threshold attribute required for watercolor effects to behave correctly.
SEPTEMBER 2018 UPDATE
New - The watercolor stylization pipeline in The Foundry’s Nuke. This node network allows to recreate the MNPRX watercolor stylization out of render targets exported from Maya.
JULY 2018 UPDATE
- Fixed - Edge artefacts in alpha channel when FXAA was on
- Improved - Extended the range of substrates (papers) to use.
- Improved - Substrates can be downloaded from within the shelf
RMB on _MNPR_ shelf icon -> Download substrates.