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.