最全的CG影视特效资源:AfterEffects Fusion Shake 5Dcyborg Boujou Flame
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特效合成资源:AfterEffects Fusion Shake 5dcyborg Boujou Flame Assimilate
scratch Avid media Illusion Avid Liquid Avid Softimage/DS
Avid Xpress Pro HD D2 Nuke Discreet Combustion Discreet Edit
Discreet Fire Discreet Flame Discreet Flint Discreet Inferno
Discreet Lustre Discreet Smoke Discreet Toxik Eyeon Fusion
Kcirasoft Roach Nothing Real Shake Nucoda FilmMaster Commotion
Pinnacle Studio Piranha Cinema Chrom imaging SGO Mistika
三维动画资源:Avid Softimage Alias Maya Side Houdini Newtek Lightwave
Maxon Cinema 4D Discreet 3DMax Alias Studio
特效跟踪资源:2D3 Boujou Mokey Realviz MatchMover PF Track SynthEyes 2D3 Monet
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更多资源可见:http://www.itmgvfx.com/
视频教学资源:http://www.itmgvfx.com/itmgvfxChinese/new_page_2.htm
教学资源下载:http://www.itmgvfx.com/itmgvfxChinese/new_page_6.htm
高速资源下载:http://itmg.ys168.com/
软件 教学 培训 特效 影视 CG 动画
详细功能
这套在经过制作实践检验的工作流程中集成了建模、动画和渲染的 3D 工具包是成功的数字艺术家和动画师的首选。
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Autodesk Maya Unlimited
包含 Autodesk Maya Complete 的所有功能,另加:
Maya Fluid Effects
Maya nCloth
Maya Hair
Maya Fur
Maya Live
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Autodesk Maya Complete
Maya 用户界面
数据和场景管理工具
多边形建模
NURBS 建模
细分部分表面和多边形代理建模
基本动画
角色动画
变形器
刚体和柔体动力学
粒子和场
Maya Paint Effects
卡通材质
Maya Artisan
3D Paint
多个渲染选项
渲染控制和效果
集成的脚本
The OpenMaya API/SDK
日本语本地化
连通性和集成
Maya 用户界面
最大化您的生产力。
通过性能和工作流程功能的组合,包括标记菜单、3D 操纵器、选择性显示、选择管理工具以及无限层的撤销 (undo) 功能,获得无可匹敌的生产力。
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数据和场景管理工具
超图结构和场景分割工具提高了生产力和工作流程灵活性。
完全可编辑和可动画的构造历史支持对建模的数据进行广泛修改,而不必重建您的模型。
文件参照、场景分割和材质组织功能支持复杂场景的高效管理以及可交换的详细程度。
场景工作流程工具包括沿曲线定位物体、替换场景内的物体以及把引用转换为物体的功能。
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多边形建模
Maya® 软件提供了全套补充高级多边形建模工具和 UV 编辑工具。
基本多边形架构
非流形架构,着重于多边形模型的创建、编辑和纹理制作,包括多组可动画的每顶点颜色 (CPV)、预灯光、用户定义的法线以及适合游戏/交互式用户的法线贴图生成。
一整套的编辑工具,包括:bridge、poke、cut、wedge、bevel、extrude、chamfer vertex、extrude along a curve、mirror cut、edge loop、edge ring、slide edge 和 pick-walk 工具。
多边形纹理指定/编辑
改进的创造性纹理制作工作流程—包括 UV 制作和编辑、自动投影和松弛、交互式格点和涂抹 (smudge) 工具,并能通过 UV 纹理编辑器工具栏快速调用常用的工具。
多组 UV 支持独立纹理通道的独立纹理坐标。
每引用 UV 组允许使用单一网格来表示多个物体,从而减少了场景开销。
传递多边形属性
使造型师能够在不同拓扑多边形网格之间传递 UV、每顶点颜色和顶点位置信息—即使是那些散布在不同空间或呈现不同的比例或规模。
艺术家可以使用绘图工具对源变形和目标变形进行融合。
优化工具
多边形减少、数据清理、盲区数据标记以及细节层级工具使艺术家能够优化场景,进行交互显示。
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NURBS 建模
Maya® 软件提供无与伦比的精确表面建模工具。
基于精确样条的曲线和表面构造工具
包括放样、双轨迹、斜角、拉伸、修剪、边界、偏移、Booleans、圆角、方形以及其他许多工具。
表面编辑和缝合
通过对参数化和连续性的高度控制,表面可以附加、拆开、对齐、缝合、拉伸、制作圆角或重建。
多个 NURBS 面片可以合并到一个多边形网格中。
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细分部分表面和多边形代理建模
获取广泛的通用细分部分表面工具。
细分代理
迅速建造高分辨率多边形网格:艺术家现在可以在编辑网格骨架的同时预览平滑的网格。
平滑技术选择提供了对最终网格多边形数的精细控制,以用于渲染或细节层级。
顶点上支持的可变折缝以及细分部分代理和平滑网格预览的边缘。
分级细分表面
独特的分级本地精调方法允许艺术家使用一个简单的物体开始建模,只在需要时有选择地生成更高的细节层级。
部分和全部折缝工具使得可以更加简便地建造圆形、有机形状和硬边物体。
用于创造性纹理制作的改进工作流程,包括 UV 自动投影工具和 UV 快照。
简单地转换成多边形或 NURBS。
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基本动画
Maya® 软件为关键帧和程序性动画提供了广泛的专用工具。播放速度可以定位,以实现精确的帧速率。
基本关键帧
快速、直观的关键帧控制,包括裁剪、复制和粘贴,使您可以轻松地制作动画。
路径动画
通过自动转弯、滚动和偏转,沿一个曲线或表面制作物体的动画。
在播放期间编辑运动路径或其他动画参数。
动画曲线表示
Euler 和 Quaternion 数学选项能在所有情形下提供精确的结果。
动画曲线可以做成模板,以防止意外修改。
图形和摄影表编辑器
强大、精确的功能曲线,用于控制动画属性的改变。
快速、直观的全局关键帧定时编辑。
格点和衰减工具有助于操作密集的关键帧数据,例如来自运动捕捉设备的数据。
普遍的约束
一应俱全的约束,包括父子约束、点约束、目标约束、方向约束(带有可动画的偏移)以及比例、几何体、法线、切线和极向量约束。
融合通道
多个动画通道可以相互混合,或者与约束一起融合到一个结果中。
程序性动画
使用 MEL 程序和表达式来制作复杂的动画,作为传统关键帧的替代选项。
驱动关键帧
使用这个强大、直观的工具,对动画参数之间的复杂关系进行关键帧处理。多个属性可以使用一个滑块控制。
Trax 非线性动画
姿势与动画剪辑的无损混合和编辑(包括约束和表达式),全面控制运动融合的所有方面。
可以存储和编辑表演库。
静音和单声道功能可使您独立或在其他动画环境中控制每个动画序列。
多个声轨能够以可视方式与动画匹配,并进行播放,以满足角色嘴唇同步和其他音频匹配要求。
动画和动力学静音
可以临时禁用选定通道或关键帧上的动画,以专注于某个特定的运动。
图像重影
在当前帧之前或之后观看动画,使您能够评估动作。
几何体缓存
缓存多边形、NURBS(包括曲线)和细分表面几何体的变形,从而支持场景的更快回放和渲染,并传递到其他 3D 软件包,例如 Autodesk® 3ds Max® 软件。
缓存可以在 Trax 中编辑和融合。
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角色动画
Maya® 软件为您制作复杂的数字角色动画提供了所需的工具。
骨骼和反向运动学 (IK)
7 个内置的 IK 解算器减少了制作高质量角色动画所需的时间;属性包括关节限制、首选角度和关节镜像等。
Spline IK 解算器支持简单的骨骼链动画,例如角色的脊骨或尾部,并包含易用的扭曲和滚动控制。
单个链和轻量2骨解算器针对实时交互进行了优化。
Spring IK 解算器支持精确控制多关节附肢,例如昆虫腿。
全身反向运动学系统
快速且轻松地对角色进行搭建与调姿。
实现两足动物和四足动物模型的自然清晰度。
可融合的反向运动学/正向运动学系统
在反向运动学和正向运动学动画之间进行流畅的融合。
蒙皮
皮肤表现可进行精确控制,即使在像肩部这样的难度最大的部位也能实现。
平滑绑定蒙皮能实现与骨骼相联系的几何体,因而角色能够随着关节的变迁而平稳变形。
替代几何体工具能在模型之间轻松编辑并传递皮肤构建信息。
刚性绑定蒙皮能通过各个关节对几何体进行直接操纵。
皮肤编辑功能的无损工作流程包括在一个绑定骨骼上插入、移动、删除、连接和断开关节的功能(无需在进行修改后重新绑定)。
支持多个绑定姿势。
密度数据编辑和再取样的运动捕捉
运动捕捉数据可以很容易地输入 Maya 进行处理。
运动目标重置
应用于一个角色的运动捕捉数据或其他动画数据也能重复应用于其他完全不同的角色,甚至是一个具有不同骨骼层次的角色。
运动方向重置
现有动作捕捉数据或其他动画数据的最初运动方向无论何时都可改变。
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变形器
把几何体或粒子处理成任何想要的形状。
变形工具
能用于静态的建模和形体塑造。
动画变形器能为生物及其他物体增添栩栩如生的效果。
包括 Lattices、Sculpt Objects、Skin Clusters、Point on Curve Constraints、Blend Shapes、Wires、Wrinkle Tool、Bind/Detach Skin、Flow、Jiggle 以及 Wrap 变形器。
软性修改工具可实现环绕顶部或顶点的可控制的衰减变形。
大多变形工作可用于所有支持的几何体,包括粒子。
Clusters、Sculpt Objects、Blend Shapes、Jiggle 和 Wires 的可绘画权重使您能够控制变形的区域和范围。
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刚体和柔体动力学
通过几何体的动态交互,包括刚体和柔体之间的碰撞,来制作特效。
刚体动力学
多个刚体的逼真的高速模拟。
包括各种动态约束效果,例如钉子、铰链、栅栏、别针和弹簧等。
柔体动力学
对柔体的精确及迅速的模拟可以快速创建次级运动效果,例如肌肉微动和松软的帽子等。
强大的弹性体系对任何柔性表面直至个别弹性体提供精确的控制。
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粒子和场
完全集成的粒子特效可以由基于实际物理学的力或变形器来控制。
可扩展的集成粒子系统
全面集成,对粒子属性、运动和动力学的基于表达式的控制。
向导能对粒子子画面进行轻松设置。
直接操纵器提供粒子、场和发生器的交互式控制。
粒子能通过纹理值来进行控制。
几何体引用能实现将个别物体、物体序列或一批不同的物体放置到任何粒子系统上。
碰撞事件能激发多个程序动画效果。
体积控制和发生器
通过几何体对粒子进行直观控制更容易实现在所需的时间与地点放置粒子。
标准的 Maya® 变形器能分层应用—包括格点、集群、软性修改以及非线性—以实现非物理性的现实效果。
场控制
场力—例如重力、涡流、空气和紊流——能应用于刚体、柔体或粒子对象。
可通过广泛的动力学 API 增加自定义场。
预制特效
现成的效果库中的效果包括火焰、曲线和表面流动、破碎、焰火和闪电。
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Maya Paint Effects
突破性的绘画技术,可在连接到多边形或 NURBS 表面的二维图像(包括纹理)或三维物体上制作令人难以置信的自然细节。
功能强大的绘画技术
能用于创建可动画的效果,例如植物生长、伸展或随风摇摆。
艺术家能在油漆中定义一个标识,并在屏幕上观看它的绘制。
游戏内容创作者能绘制重复性纹理并将其立即更新至模型上。
Maya Paint Effects 画笔
Maya 应用程序中全面集成了500多种可编辑的压敏式预设画笔。
广泛的传统绘画画笔,包括喷枪、油画颜料、粉笔、彩色蜡笔、铅笔、水彩、湿刷和标记。
广泛的逼真特效可供选择,包括树木、花草、逼真的头发、眉毛和胡须。
特殊效果有闪电、云、雨、星空、焰火、火和火花等。
网格画笔类型能创建逼真的或轮廓鲜明的几何体,即使凑近了看效果也令人信服。与环境反射合用时,它能表现出诸如镀铬表面、玻璃和亮光漆或位移/凹凸贴图。
细线画笔能用于在可高效渲染的高质量毛发上进行快速绘画。
画笔属性
所有的画笔都能用于真实效果的 3D 空间(在一个场景的 3D 对象之上或之间进行绘画)、2D 画布(创建图像和纹理)或在 3D 绘画工具(通过直接在模型上绘画来制作纹理)。
画笔可融合在一起使用以生成无限的用户定制新预置。
画笔完全可动画,并且内建了诸如紊流和重力等预置动力学。
画笔生长属性包括弯曲、卷曲和捻转等。
将 Maya Paint Effects 转换至多边形和 NURBS
数据能采用传统的建模工具进行编辑以输出至任何渲染器。
绘图效果渲染
在即刻反馈的情况下,交互式绘图过程中可得到完全经过渲染的笔划。
特点是快速、独立于解析度的最终渲染,可包括 3D 投影、景深、烟雾以及运动模糊效果。
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卡通材质
支持广泛的非照片式写实渲染风格,可用于传统 2D 卡通、连环画式图像、日本动漫等等。
Maya Paint Effects 画笔可以在轮廓上使用 – 提供对广泛的绘画效果以及线型、布局和宽度的访问。
几乎实时的交互式预览。
可在 mental ray®为Maya 或 Maya 软件或硬件渲染器进行渲染。
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Maya Artisan
Maya® 软件提供了一套具有内置镜像功能的集成式压力敏感的画笔工具。
造型
自然画笔界面可用于以交互方式塑造多边形、NURBS 和细部表面。
绘图选择
可以进行复杂的组件(例如顶部、面部以及边缘)选择,而无需一直选到模型的背部。
属性和脚本绘画
编辑平滑皮肤或柔体目标权重,绘制每顶点颜色或盲区数据,以及在场景和其他复杂任务中增加几何体,这些都能快速执行。
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3D Paint
在表面上直接描绘颜色、凹凸、位移、透明以及其他纹理。
在多边形、NURBS 和细分表面上直接进行颜色、凹凸、透明、位移以及其他效果的集成纹理绘制
能够与基于图像的画笔轮廓或任何 Maya Paint Effect 画笔一起使用。
画笔模式包括绘画、涂抹、模糊、克隆和擦除。
程序性纹理和 PSD 文件的自动转换。
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多个渲染选项
多个渲染器通过一个一致的渲染界面紧密集成在一起,能让您制作从逼真图像到简单矢量图形的任何效果。
Maya 软件渲染器
混合设计使用快速、选择性的光线追踪来实现最高效率。
带有内建存储器处理的多线程、多处理器支持使生产力最大化并提供大场景渲染能力。
全面特效,包括景深、运动模糊、软阴影和镜头眩光。
诸如光吸收率和色差等高级属性提供更微妙、更具创意的选择。
诸如喧嚣和烟雾等空间素材帮助创建环境效果。
Ramp Shader 效果包括玻璃、石头、卡通着色、x 射线等。
包括各向异性和衍射材质。
高质量软件粒子渲染以及全面的特效,包括气泡、管状和云状渲染,用于气体云、火、流体等。~
用于 Maya 的 mental ray(3.6 内核)
友好的用户界面和工作流程。
高级写实灯光功能,例如全局照明、焦散、环境遮断、模糊反射和折射,以及运动模糊的粒子。
可使用自定义 mental ray® 材质。
配有许多有用的材质预置,包括自然逼真的太阳和天空材质,一套用于一些难以表现的材质的建筑材质,一个圆角材质(对几何精度的角部作软化处理),等等。
阴影和灯光的照明烘焙(包括全局照明和最终聚合)可以转换成文件纹理或每顶点颜色数据。
基于图像的灯光支持光子辐射、焦散或球形图像映射的直接照明灯光。
HDR 图像可以通过 mental ray 的批烘焙选项进行烘焙。
支持光度学灯光,允许使用真实的灯光轮廓。
直接渲染 Maya Fur、Maya Hair、Maya Fluid Effects 和材质光亮的功能。
光子可视化工具能让在三维场景中预演光子和 final gather 点的放置。
mental ray for Maya Satellite
包含与 mental ray® for Maya® 相同的功能。
帮助在网络中的不同处理器上分配渲染作业。
Maya® Complete 和 Maya® Unlimited 分别附带2个和8个免费许可证。
硬件渲染器
利用新一代显卡不断增加的功能。
以明显更快的渲染时间生成接近软件质量的图像,以满足播出或预览需求。
视口中的高质量渲染能让您立即观看结果变化,而无需单独的渲染计算。
同时在离线和交互式视口中支持每顶点颜色。
支持 DirectX HLSL、CgFX 和 ASHLI 材质—包括友好的用户界面和工作流程。硬件材质 API 可通过 OpenMaya API 调用。
视口可以使用第三方或专用渲染器覆盖,例如游戏引擎。
矢量渲染器
仅限 Windows® 32位和 PowerPC® 系统上的 Mac OS® X。
可以用于把 3D 内容转换成 2D 内容,以用于网络或打印。
输出为 Macromedia Flash®(SWF 或 SWFT)、Adobe® Illustrator® (.ai)、SVG、EPS 或位图格式。
提供一系列非写实效果,包括隐藏线渲染。
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渲染控制和效果
这些高效的工具可以帮助您设置和评估场景或创造流行的风格化特效。
IPR(交互式写实渲染)
在最终渲染质量的图像中即时编辑颜色、纹理、灯光、阴影、发光、运动模糊以及其他许多特效。
多线程,可最大化生产力和创造力。
得到 mental ray for Maya 和 Maya 软件渲染器的支持。
HyperShade 和 Visor
可以用于设计和编辑简单乃至复杂的着色网络。
可视化轮廓器 (Visor) 显示纹理和图像库或图像样本,方便了管理和选择。
Bins 允许分类和组织渲染节点,例如材质、纹理和灯光。
通用渲染
包括在运行相同操作系统的无限数量的网络计算机上进行渲染的功能(mental ray 除外)。
传递贴图
艺术家可在不同拓扑的模型之间传递法向、位移、扩散、着色、环境遮断和自定义 mental ray 材质信息。
HDR 图像可通过 Transfer Map 功能进行烘焙。
另请参见渲染层
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集成的脚本
两种完全集成的脚本语言使脚本编写者和程序师可以定制、延伸或操纵 Maya® 软件。
MEL
提供任何 Maya 软件功能的完全脚本能力 – 可以调用一切功能。
艺术家和技术总监可以轻松地创建自定义窗口和脚本,或者重新配置 Maya 用户界面,建立一个完全自定义的应用程序。
命令可以从 HTML 页发布—脚本可以通过 Maya web 浏览器插件被外部 web 浏览器识别。
Python® 命令允许 MEL 脚本调用 Python 代码。这使得 MEL 用户可以选择将 Python 脚本与其 MEL 脚本相混合——这是转变为使用 Python 的良好途径。
Python
集成在 Maya 中,并与 MEL 处在同一级别。
更高层次的语言结构可以强化开发员生产力和简化代码维护。
现成的脚本资源和知识丰富的用户群。
高度的可扩展性,并有众多可用的第三方工具和模块。
对 OpenMaya API 的绑定使程序员有另一种可选语言进行插件开发。
Maya Python 模块能被输入外部单立的 Python 译码器以进行批处理。
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The OpenMaya API/SDK
这个密钥为编程人员和技术总监释放了 Maya® 软件结构的功能。
直接访问 Maya 软件功能性
可以使用 C++ 语言编写从 Maya 命令行运行的 Maya 插件和独立应用程序。
Maya 场景树状结构可以通过迭代器浏览。
Maya 插件可以注册接收全面的 Maya 消息。
可以创建 Maya 操纵器和定位器。
可以开发新的 Maya 对象类型,包括文件转换器、硬件材质、表面形状和 MEL 命令。
可以查询和修改现有的 Maya 对象,例如几何体、灯光、材质、转换、场景树状结构和相关性图形节点。
MEL 脚本可以从 C++ 执行。
OpenMaya API 的可用语言为 Python® 脚本和 C++。
开发资源
OpenMaya API 指南。
Maya 运动捕捉 API 指南。
MEL 命令参考指南。
OpenMaya API 类参考文档:命名每个 OpenMaya API / SDK 类,并且完全可搜索和索引。
源代码、项目 Makefiles 和 Windows 向导,用于建立示例和生成插件模板。
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日本语本地化
艺术家可以选择使用日语用户界面*来操作 Maya®,或定制化他们的工具和用户界面。
用户界面包括日语菜单、标签、错误提示、注解、智能显示、提示和串属性。
用户可通过调整其语言设置在各部分之间选择切换英语和日语用户界面。
英语和日语 Maya 文件之间的数据兼容性促进了同时使用两种语言的制作机构和项目的协作。
艺术家可以创建使用内建日语字体的 3D 文本(韩语和中文字体也同样适用)。
* 在 Windows® 和 Mac OS® X 系统上运行的 Maya® 均提供。
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连通性和集成
Maya® 软件提供了把 Maya 内容集成到制作流程中的工具。
Adobe Photoshop 集成
艺术家可创建连接至 PSD 文件中的层设置的着色网络,加入程序性或 3D 绘画纹理作为起点,加入 UV 布局作为参考。
渲染层现在可以渲染到分层的 PSD 文件。
任何 PSD 文件都可以用作纹理贴图,直接在 Maya 软件和硬件渲染器以及 mental ray® for Maya® 中渲染。
包含层设置的 PSD 文件可以在 Maya 中转换成分层纹理。
多层 PSD 文件可以自动连接到多个材质属性。
通过渲染层功能实现集成式合成
允许在一个场景中管理来自任何 Maya 四个渲染器中的多个传递以及后期处理,例如 Maya Fur 和 Maya Paint Effects。
每层和每对象覆盖系统意味着对象在不同的层上可以有不同的阴影和渲染属性。
通过为最优化输出到所选的合成器 – 或 Photoshop (PSD) 或 Flash (SWFT) 输出 – 准备渲染,其中物体和元素隔离在不同的层中,工作流程简化了渲染。
预置允许简单地设置常用的用户自定义的传递,例如镜面反射、阴影和法向贴图。
深度和运动矢量数据可以独立存储,并在后期处理中使用。
根据场景中的渲染层从 Maya 中生成 Autodesk® Toxik™ 合成,从而简化了工作流程,并允许多次迭代。
Adobe Illustrator 物体节点
支持倒角和曲线。
维持构造历史支持替换或编辑 Illustrator 文件,同时保持倒角历史。
Web 集成
支持在Maya 与基于 Mozilla 的浏览器和 Internet Explorer® 网络浏览器之间进行通信交流,使艺术家能制作和查看交互式网页,为扩展 Maya 用户界面或管理资产和场景数据提供了一种简便的方法。
支持的几何体/场景格式*
mayaAscii、mayaBinary、MEL、Autodesk® FBX®、aliasWire (Autodesk® AliasStudio™)、IGES、DXF、OBJ、VRML2、MOV (ascii motion) 、GE2、RTG、OpenFlight、VRML2、mental ray、RIB 和Open Inventor2。
支持的图像格式*
Maya IFF、Maya IFF 16、AVI、Apple® QuickTime®、GIF、Softimage® PIC、Wavefront RLA、BMP、TIFF、TIFF16、SGI®、SGI16、Alias PIX、JPEG、EPS、Cineon™、Quantel®、Targa®、DDS、PSD、PNG、QuickDraw™、MacPaint®、HDR、OpenEXR、MAP、Sony® Playstation® TIM、Dassault® Picture、PPM 和 mental ray® 格式(CT、ST、NT、MT、ZT、TT、BIT、CTH)。
支持的矢量格式*
PostScript、EPS、Macromedia® SWF、Swfit3D、Adobe® Illustrator 和 SVG。
*并非所有格式在所有平台上都受支持。并非所有格式的输入和输出都支持。有些格式只适用于某些渲染器。
Autodesk Maya Complete Features
Autodesk® Maya® Complete software, a comprehensive suite of tools for 3D modeling, animation, and rendering within a single, production-proven workflow, is the choice of award-winning digital artists and animators.
Intuitive User Interface
Data and Scene Management Tools
Polygon Modeling
NURBS Modeling
Subdivision Surface Modeling and Polygon Proxy Modeling
General Animation
Character Animation
Muscle and Skin System
Deformers
Rigid and Soft Body Dynamics
Particles and Fields
Maya Paint Effects
Toon Shader
Maya Artisan
3D Paint
Multiple Rendering Options
Rendering Controls and Effects
Integrated Scripting
OpenMaya API/SDK
Japanese Localization
Connectivity and Integration
CAD Data Transfer
Plug-ins
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Maya User Interface
Maximize your productivity.
Get unmatched productivity through a combination of performance and workflow features, including marking menus, 3D manipulators, selective display, stereo display, selection management tools, and unlimited levels of undo.
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Data and Scene Management Tools
Dependency graph architecture and scene segmentation tools boost productivity and workflow flexibility.
Fully editable and animatable construction history allows for extensive modification of modeled data—no need to rebuild models.
File referencing, scene segmentation, and shader organization features enable efficient management of complex scenes with interchangeable levels of detail.
Scene workflow tools include the ability to position objects along a curve, replace objects within a scene, and convert instances to objects.
Maya Assets provides highly intelligent grouping of nodes into containers, with support for custom and user-specific views, a flexible referencing system, and support for Asset libraries.
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Polygon Modeling
Maya provides a full complement of sophisticated polygon modeling tools and UV editing tools.
General Polygon Architecture
Nonmanifold architecture, focused on the details of creating, editing, and texturing polygonal models, includes multiple sets of animatable color-per-vertex (CPV), prelighting, user-defined normals, and normal map generation suitable for games/interactive users.
A complete set of editing tools, including bridge, poke, cut, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror cut, edge loop, edge ring, slide edge, and pick-walk tools.
Intuitive polygon workflow through a host of intelligent selection features, such as true soft selection, preselection highlighting, and camera-based selection culling.
Polygon Texture Assignment/Editing
Streamlined workflow for creative texturing—including UV creation and editing, auto-projection and relaxation, interactive lattice and smudge tools, along with quick access to commonly used tools via the UV Texture Editor toolbar.
Multiple UV sets allow separate texture coordinates for separate texture channels.
Per-instance UV sets allow a single mesh to be used to represent multiple objects, reducing scene overhead.
An interactive mode is available for UV unfolding and layout.
Transfer Polygon Attributes
Enables modelers to transfer UV, color-per-vertex, and vertex position information between polygon meshes of differing topologies, even if they are separated in space or of different proportion/scale.
Artists can use the paint tool to blend between source and target deformations.
Optimization Tools
Polygon reduction, data cleanup, blind data tagging, and level-of-detail tools enable artists to optimize scenes for interactive display.
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NURBS Modeling
Maya delivers unparalleled, precision surface-modeling tools.
Precise Spline-Based Curve and Surface Construction Tools
Includes lofting, birail, beveling, extrusion, trim, boundary, offset, Booleans, rounding, square, and many other tools.
Surface Editing and Stitching
Surfaces can be attached, detached, aligned, stitched together, extended, filleted, or rebuilt with a high degree of control over parameterization and continuity.
Multiple NURBS patches can be merged into a single polygon mesh.
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Subdivision Surface and Polygon Proxy Modeling
Get access to a wide range of versatile subdivision surface tools.
Subdiv Proxy
Rapid construction of high-resolution polygon meshes allows artists to preview smoothed mesh while editing the mesh cage.
Choice of smoothing techniques provides fine control over the polygon count of the final mesh for rendering or level-of-detail.
Variable creasing is supported on vertices as well as edges for both the Subdiv Proxy and Smooth Mesh preview.
Hierarchical Subdivision Surfaces
A distinctive hierarchical approach for local refinement allows artists to begin modeling with a simple object and selectively generate increasing levels of detail only where needed.
Partial and full creasing tools make it easier to construct both rounded, organic forms and hard-edged objects.
Streamlined workflow for creative texturing, including UV auto-projection tools and UV Snapshot.
Easy conversion to polygons or NURBS.
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General Animation
Maya delivers a broad range of specialized tools for keyframe and procedural animation. Playback speed can be clamped to implement accurate frame rate.
General Keyframing
Fast and intuitive controls for keyframing—including cut, copy, and paste—allow animations to be created with ease.
Path Animation
Animation of an object along a curve or surface with automatic bank, roll, and yaw.
Editing of motion path or other animation parameters during playback.
Animation Curve Representation
A choice of Euler and quaternion math options provide accurate results in all situations.
Animation curves can be templated to prevent accidental modification.
Graph and Dope Sheet Editors
Powerful, precise function curves to control how animated attributes change over time.
Rapid and intuitive global editing of keyframe timing.
Lattice and falloff tools aid the manipulation of dense keyframe data, such as data from motion capture devices.
Generalized Constraints
A comprehensive assortment of constraints, including parent, point, aim, orient (with animatable offsets), as well as scale, geometry, normal, tangent, and pole vector.
Blend Channels
Multiple animation channels can be mixed with each other, or with constraints, into a single result.
Procedural Animation
Maya Embedded Language (MEL) procedures and expressions can be used to create complex animation as an alternative to traditional keyframing.
Animation Layering
Nondestructive, highly controllable animation layering feature set works with any attribute. Animation layers can be blended, merged, grouped, and reordered, and can override or add to preceding layers.
Set Driven Key
Complex relationships between animated parameters can be keyframed with this powerful and intuitive tool. Multiple attributes can be controlled with a single slider.
Trax Nonlinear Animation
Nondestructive mixing and editing of poses and animation clips (including constraints and expressions) with total control over all aspects of motion blending.
Libraries of performances can be stored and edited.
Muting and soloing capabilities provide control over each animation sequence in isolation or in the context of other animations.
Multiple sound tracks can be matched up visually with animation and played back to facilitate character lip-synching, as well as other audio-matching requirements.
Animation and Dynamics Muting
Animation on selected channels or keyframes may be temporarily disabled to focus on a specific motion.
Ghosting
Animation can be viewed prior to, and after, the current frame, so you can evaluate motion.
Geometry Caching
Deformations on polygon, NURBS (including curves), and subdivision surface geometry can be cached for faster playback and rendering of scenes, as well as for transfer to other 3D packages such as Autodesk® 3ds Max® software.
Caches can be edited and blended together in Trax.
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Character Animation
Maya gives you the tools you need to animate sophisticated digital characters.
Skeletons and Inverse Kinematics (IK)
Seven built-in IK solvers reduce the time it takes to create high-quality character animation; attributes include joint limits, preferred angles, and joint mirroring.
Spline IK solver allows for the easy animation of skeletal chains, like a character’s spine or tail, and includes easy-to-use twist and roll controls.
Single chain and lightweight 2-bone solvers are optimized for real-time interactivity.
Spring IK solver allows for precise control over multijointed appendages such as insect legs.
Full Body IK System
Fast and easy rigging and posing of characters.
Delivers natural articulation of biped and quadruped models.
Blendable IK/FK System
Smooth blending between IK and FK animation.
Skinning
Precise control of skin behavior, even in the most challenging areas such as shoulders.
Smooth Bind Skinning allows geometry to be connected to skeletons so that the character deforms smoothly as joints are moved.
Substitute Geometry tool allows for easy editing and transferring of skinning information between models.
Rigid Bind Skinning provides direct manipulation of geometry by individual joints.
Nondestructive workflow for skin editing capabilities, including the ability to insert, move, delete, connect, and disconnect joints on a bound skeleton (no need to rebind after changes have been made).
Support for multiple bind poses.
Motion Capture with Dense Data Editing and Resampling
Motion capture data can be easily incorporated into and manipulated inside Maya.
Motion Retargeting
Motion capture, or other animation data, applied to one character can be reapplied to an entirely different character, even one with a different skeletal hierarchy.
Motion Redirection
Original direction of existing motion capture, or other animation data, can be changed at any point in time.
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Muscle and Skin System
Maya Muscle
Maya delivers advanced muscle and skin deformation tools that allow you to quickly and easily create realistic or highly stylized muscle and skin motion.
Choice of Muscle Types
Simple and parametric NURBS muscles available.
NURBS muscles offer advanced sculpting and posing possibilities, and can be mirrored after initial setup.
Jiggle
Highly controllable, built-in Jiggle deformation.
Separate values available along the muscle, directional damping settings, and the ability to specify thresholds control how sudden movements affect jiggling.
Wrinkles
The behavior of the skin when relaxed can be precisely defined, enabling the creation of life-like wrinkling in specific areas.
Sliding and Stickiness
Precise control over the behavior of the skin on top of the muscle can be achieved by painting weight maps for both Sliding and Stickiness.
Up to three different Sticky maps can be created and blended between, allowing multiple weights to be stored in a single rig for maximum flexibility.
A Displacement function allows texture maps to be used to simulate sliding, optionally at render time only, for optimum performance.
Collisions
A choice of different collision methods makes it possible to create the effect of skin colliding with skin and of one mesh colliding with another.
Collisions are deformer based, rather than simulation based, and therefore require no runup or preprocessing.
Performance
Muscle calculations can be cached for faster playback.
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Deformers
Manipulate geometry or particles into any desired shape.
Deformation Tools
Can be used statically for modeling and sculpting.
Animated deformers can add life to creatures and other objects.
Includes Lattices, Sculpt Objects, Skin Clusters, Point on Curve Constraints, Blend Shapes, Wires, Wrinkle Tool, Bind/Detach Skin, Flow, Jiggle, and Wrap deformers.
Soft Modification tool allows for controllable falloff around vertices or points.
Most deformations work on all supported geometry types, including particles.
Paintable weights on Clusters, Sculpt Objects, Blend Shapes, Jiggle, and Wires allow you to control the region and extent of the deformation.
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Rigid and Soft Body Dynamics
Create effects through the dynamic interaction of geometry, including collisions between rigid and soft bodies.
Rigid-Body Dynamics
Realistic, high-speed simulation of multiple rigid objects.
Includes dynamic constraints such as nails, hinges, barriers, pins, and springs.
Soft-Body Dynamics
Accurate, fast simulation of flexible objects allows for the rapid creation of secondary motion effects, such as muscle jiggle and floppy hats.
Powerful spring architecture offers precise control of any flexible surface down to the individual spring.
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Particles and Fields
Fully integrated particle effects can be controlled by forces based on real-world physics or by deformers.
Extensible Integrated Particle System
Fully integrated, with expression-based control over particle attributes, motion, and dynamics.
Wizard enables easy particle sprite setup.
Direct manipulators provide interactive control of particles, fields, and emitters.
Particles can be controlled by texture values.
Geometry instancing allows for the placement of individual objects, a sequence of objects, or an array of different objects onto any particle system.
Collision events can trigger multiple procedural animation effects.
Volume Controls and Emitters
Intuitive control of particles via geometric shapes makes it easier to place particles where and when you want them.
Standard Maya deformers can be applied and layered—including lattices, clusters, soft modifications, and nonlinears—for nonphysically realistic effects.
Field Controls
Field forces—such as gravity, vortex, air, and turbulence—can be applied to rigid bodies, soft bodies, or particle objects.
Custom fields may be added via the extensive dynamics API (application programming interface).
Clip Effects
Library of ready-made effects, such as fire, curve and surface flow, shatter, fireworks, and lightning.
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Maya Paint Effects
Maya provides groundbreaking paint technology for creating amazing natural detail on 2D images (including textures) or 3D objects attached to polygonal and NURBS surfaces.
Powerful Painting Techniques
Can be used to create animatable effects, such as plants growing, unfurling, or swaying in the wind.
Artists can define a logotype in oil paint and watch it draw on the screen.
Game-content artists can paint repeating textures for levels that update right on the model.
Maya Paint Effects Brushes
More than 500 editable, pressure-sensitive, preset brushes completely integrated within the Maya application.
Extensive range of traditional painterly brushes, including airbrushes, oil paint, chalk, pastels, pencils, watercolors, wet brushes, and markers.
Options for a vast range of realistic effects, including trees, grass and flowers, realistic hair, eyebrows, and beards.
Special effects, such as lightning, clouds, rain, star fields, fireworks, fire, and sparks.
Mesh brush type creates organic or hard-edged geometry that is convincing even close up. Used with environment reflections, it can create looks such as chrome, glass, and shiny paint or displacement/bump mapping.
Thin Line brush can be used to quickly paint on high-quality hair that can be efficiently rendered.
Brush Attributes
All brushes can be used in true 3D space (to paint on or between 3D objects in a scene), on a 2D canvas (to create images and textures), or within the 3D Paint tool (to create textures by painting directly on the model).
Brushes can be blended together to make an infinite range of new, user-customized presets.
Brushes are fully animatable and have built-in preset dynamics such as turbulence and gravity.
Brush growth attributes include bend, curl, and twirl.
Convert Maya Paint Effects to Polygons and NURBS
Data can be edited using traditional modeling tools for output to any renderer.
Paint Effects Rendering
Strokes can be drawn fully rendered during interactive painting, providing immediate feedback.
Features fast, resolution-independent final rendering that can include 3D cast shadows, depth-of-field, fog effects, and motion blur.
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Toon Shader
Supports a wide range of nonphotorealistic rendering styles for traditional 2D cartoons, comic book-style imagery, Japanese manga/anime, and others.
Maya Paint Effects brushes can be used on an outline with access to an extensive range of painterly effects, as well as line style, placement, and width.
Near real-time interactive previews.
Can be rendered in mental ray® for Maya, or the Maya software or hardware renderers.
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Maya Artisan
Maya gives you a suite of integrated, pressure-sensitive brush tools with built-in mirroring.
Sculpting
Natural brush interface can be used to interactively sculpt polygon, NURBS, and subdivision surfaces.
Paint Selection
Complex selections of components, such as vertices, faces, and edges, can be made without selecting through to the back of the model.
Attribute and Script Painting
Editing smooth skin or soft-body goal weights, painting per vertex color or blind data, adding geometry to the scene, and other complex tasks can be quickly performed.
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3D Paint
Paint color, bump, displacement, transparency, and other textures directly on surfaces.
Integrated texture painting of color, bump, transparency, displacement, and other effects directly onto polygon, NURBS, and subdivision surfaces.
Can be used with either image-based brush profiles or any Maya Paint Effects brush.
Brush modes include paint, smear, blur, clone, and erase.
Automatic conversion of procedural textures and PSD files.
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Multiple Rendering Options
Multiple renderers, tightly integrated through a consistent rendering interface, let you create any look from photo-realistic imagery to a simple vector graphic.
Maya Software Renderer
Hybrid design uses fast, selective raytracing for maximum efficiency.
Multithreaded, multiprocessor support with built-in memory handling maximizes productivity and provides large scene rendering capabilities.
Full range of effects, including depth of field, motion blur, soft shadows, and lens flares.
Advanced attributes, such as light absorbance and chromatic aberration, provide sophisticated, creative options.
Volumetric materials, such as noise and fog, aid in the creation of environmental effects.
Ramp Shader effects include glass, stone, cartoon-like shading, and X-ray.
Anisotropic and diffraction shaders are also available.
Provides high-quality software particle rendering with a comprehensive assortment of effects—including blob, tube, and cloud rendering—for gas clouds, fire, liquids, etc.
mental ray (3.7 core) for Maya
User-friendly UI and workflow.
Advanced photorealistic lighting features, such as global illumination, caustics, ambient occlusion, blurry reflections and refractions, and motion-blurred particles.
Custom mental ray shaders can be used.
Ships with a number of useful shader presets, including physically accurate sun and sky shaders, a set of architectural shaders for hard-to-realize materials, and a round corner shader (softens geometrically precise corners).
Light baking of shadows and lights, including global illumination and final gather, can be converted to file textures or to color-per-vertex data.
Image-based lighting allows for the emission of photons, caustics, or direct illumination lights from spherical image maps.
High dynamic range (HDR) images can be baked from the mental ray batch bake option.
Photometric lighting support allows for the use of real-world lighting profiles.
Photon visualization supports previews of the placement of photons and final gather points in the 3D scene.
Render Proxy allows for the replacement of scene elements with a simple, low-resolution mesh. Pre-translated data is loaded only when required for rendering.
mental ray for Maya Satellite
Contains the same functionality as mental ray for Maya.
Assists in distributing render jobs over processors located across a network.
Two free licenses* with Autodesk® Maya® Complete, eight with Autodesk® Maya® Unlimited software.
Hardware Renderer
Takes advantage of the ever-increasing power of next-generation graphics cards.
Generates near-software-quality images at significantly faster render times for broadcast or pre-visualization needs.
High-quality rendering in the viewport enables you to immediately see the results to changes, with no need for a separate rendering calculation.
Support for color-per-vertex in both offline rendering and the interactive viewport.
Support for DirectX® HLSL, CgFX, and Advanced Shading Language Interface (ASHLI) shaders—includes a user-friendly UI and workflow. Hardware shader API accessible through the OpenMaya API.
Viewport can be overridden with a third-party or proprietary renderer, such as a game engine.
Vector Renderer
Windows® 32-bit configuration only.
Can be used to turn 3D content into 2D content for the web or print.
Output to Macromedia® Flash® (SWF or SWFT), Adobe® Illustrator® (.ai), SVG, EPS, or bitmap formats.
Provides a range of nonphotorealistic looks, including hidden-line rendering.
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Rendering Controls and Effects
These efficient tools help you set up and evaluate your scene or create popular stylized effects.
Stereo 3D Support
A flexible stereo camera rig comes complete with in-viewport stereo viewing.
IPR (Interactive Photorealistic Rendering)
Instantaneous editing of color, texture, lights, shadows, glows, motion blur, and many other effects in final-rendered-quality imagery.
Multi-threaded to maximize productivity and creativity.
Supported by mental ray for Maya and the Maya software renderer.
HyperShade and Visor
Can be used to design and edit simple to complex shading networks.
Visual outliner (Visor) displays libraries of textures and images, or image swatches for easy management and selection.
Bins allow for sorting and organization of rendering nodes, such as materials, textures, and lights.
Universal Rendering
Includes the ability to render on an unlimited number of networked machines of the same operating system (mental ray excepted).
Transfer Maps
Artists can transfer normal, displacement, diffuse, shaded, ambient occlusion, and custom mental ray shader information between models of differing topologies.
An HDR image can be baked from the Transfer Map feature.
See also Render Layers
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Integrated Scripting
Two fully integrated scripting languages let script writers and programmers customize, extend, or manipulate Maya.
MEL
Offers full scripting of any Maya feature. Everything can be accessed.
Artists and technical directors can easily create custom windows and scripts, or reconfigure the Maya user interface, to make a completely custom application.
Commands can be issued from an HTML page. Scripts can be recognized by an external web browser via the Maya web browser plug-in.
A Python® command allows MEL scripts to call Python code. This gives MEL users the option to mix Python scripts with their MEL scripts—a good way to transition into using Python.
Python
Integrated into Maya at the same level as MEL.
Higher-level language constructs allow for increased developer productivity and easier maintenance of code.
Readily available scripting resources and knowledgeable community of users.
Highly extensible, with a collection of third-party tools and modules available.
Bindings to the OpenMaya API give programmers an alternate language for plug-in development.
The Maya Python modules can be imported into an external stand-alone Python interpreter for batch processing.
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The OpenMaya API/SDK
OpenMaya API/SDK unlocks the power of the Maya architecture for programmers and technical directors.
Direct Access to Maya Software Functionality
Maya plug-ins and stand-alone applications that run from the Maya command line can be written using C++.
Maya scene hierarchy can be traversed with iterators.
Maya plug-ins can be registered to receive a comprehensive range of Maya messages.
Maya manipulators and locators can be created.
New types of Maya objects can be developed, including file translators, hardware shaders, surface shapes, and MEL commands.
Existing Maya objects, such as geometry, lights, shaders, transforms, scene hierarchy, and dependency graph nodes can be queried and modified.
MEL scripts can be executed from C++.
The OpenMaya API is available from Python scripting as well as C++.
Development Resources
OpenMaya API guide.
Maya Motion Capture API guide.
MEL Command reference guide.
OpenMaya API Class reference documentation: names each OpenMaya API/SDK class and is fully searchable and indexed.
Source code, project Makefiles, and a Wizard on Windows for building examples and generating plug-in templates.
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Japanese Localization
Artists have the option to navigate Maya, or customize their tools and user interface, using a Japanese UI*.
UI includes Japanese-language menus, labels, error messages, annotations, heads-up displays, notes, and string attributes.
Users can switch between the English and Japanese UI by adjusting their language setting between sessions.
Data compatibility between English and Japanese Maya files promotes collaboration in facilities on projects where both languages are in use.
Artists can create 3D text using resident Japanese fonts (also functions with Korean and Chinese fonts).
* Available for Maya on Windows® and Mac OS® X operating systems.
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Connectivity and Integration
Maya delivers tools for integrating Maya content into the production pipeline.
Adobe Photoshop Integration
Artists can create shading networks with connections to layers sets in a PSD file and include procedural or 3D painted textures as starting points and UV layouts for reference.
Render layers can now be rendered to layered PSD files.
Any PSD file can be used as a texture map and rendered directly in the Maya software and hardware renderers and in mental ray for Maya.
PSD files containing layer sets can be converted into a layered texture within Maya.
A multilayered PSD file can be automatically connected to multiple material attributes.
Compositing Integration
Render Layers
Allows multiple passes from any of the four Maya renderers, as well as post processes, such as Maya Fur and Maya Paint Effects, to be managed in a single scene.
A system of per-layer and per-object overrides means that objects can have different shading and rendering attributes on different layers.
Workflow streamlines rendering by preparing renders for optimal output to the compositor of choice—or Photoshop (PSD) or Flash (SWFT) output—with objects and elements isolated in individual layers.
Presets allow for easy setup of commonly used user-defined passes, such as specularity, shadows, and normal maps.
Depth and motion vector data can be stored separately and used in post processes.
Artists can generate an Autodesk® Toxik™ software composition from within Maya based on the render layers in the scene, streamlining the workflow and allowing for multiple iterations.
Render Pass
Render Pass toolset offers precise control over render output and can optimize integration with compositing packages, such as Autodesk Toxik.
Adobe Illustrator Object Nodes
Supports both beveling and curves.
Maintain Construction History enables Illustrator files to be substituted or edited while maintaining the bevel history.
Web Integration
Support for communication between Maya and Internet Explorer® as well as Mozilla®-based web browsers allows technical users to create web pages, which may be used to drive Maya.
Supported Geometry/Scene Formats*
mayaAscii, mayaBinary, MEL, Autodesk® FBX®, aliasWire (Autodesk® AliasStudio™), IGES, DXF, OBJ, VRML2, MOV (ascii motion), GE2, RTG, OpenFlight, VRML2, mental ray, RIB, Open Inventor® 2.
Supported Image Formats*
Maya IFF, Maya IFF 16, AVI, Apple® QuickTime®, GIF, Softimage® PIC, Wavefront RLA, BMP, TIFF, TIFF16, SGI®, SGI16, Alias® PIX, JPEG, EPS, Cineon®, Quantel®, Targa®, DDS, PSD, PNG, QuickDraw®, MacPaint, HDR, OpenEXR, MAP, Sony® PlayStation® TIM, Dassault® Picture, PPM, mental ray® formats (CT, ST, NT, MT, ZT, TT, BIT, CTH)
Supported Vector Formats*
Adobe® PostScript®, EPS, Macromedia® SWF, Swfit3D, Adobe Illustrator, SVG.
* Not all formats supported on all platforms. Not all formats supported for both import and export. Some formats applicable to certain renderers only.
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CAD Data Transfer
Learn how you can share your design files between Maya software and the most popular solid modelers.
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Plug-ins
See the extensive list of ADN Sparks® third-party plug-ins for Maya.
mental ray is a registered trademark of mental images GmbH licensed for use by Autodesk, Inc.
Python is a registered trademark of Python Software Foundation.