


With dirty propagation disabled, computing a given scene frame involves walking the EG, scheduling EG nodes, and evaluating them. Unlike previous versions of Maya, that propagated dirty on every frame, Maya now disables dirty propagation once the EG exists, reusing the EG until it becomes invalid. Dirty propagation is the process of walking through the DG, from animation curves to renderable objects, and marking DG node attributes as requiring evaluation (i.e., dirty). Maya uses the DG’s dirty propagation mechanism to build the EG. For example, you may have loaded a new scene and no EG may have been built yet, or you may have changed your scene, invalidating a prior EG. A valid EG may not exist or become invalid for various reasons. EG connections represent node-level dependencies destination nodes employ data from source nodes to correctly evaluate the scene. The EG is a simplified version of the Dependency Graph (DG), consisting of DG nodes and connections. Prior to evaluating your scene, the EM checks if a valid EG graph exists. The EM schedules EG nodes across available compute resources. For now, let’s focus on understanding key Maya evaluation concepts.Īt the heart of Maya’s new evaluation architecture is an Evaluation Manager (EM), responsible for creating a parallel-friendly description of your scene, called the Evaluation Graph (EG). As you can imagine, the amount of parallelism depends on how your scene has been constructed. Similarly, if your scene has a single complex character, it may be possible to evaluate rig sub-sections simultaneously. For example, if your scene contains different characters that are unconstrained to one another, Maya can evaluates each character at the same time. Unlike previous versions of Maya, which was limited to node-level parallelisms, Maya now includes a mechanism for scene-level analysis and parallelization. Starting from Maya 2016, Maya accelerates existing scenes by taking better advantage of your hardware. If you would like an overview of related topics prior to reading this document, check out Supercharged Animation Performance in Maya 2016. This guide will be of interest to riggers, TDs, and plug-in authors wishing to take advantage of speed enhancements in Maya. It covers key concepts, shares best practices/usage tips, and lists known limitations that we will aim to address in subsequent versions of Maya. Pls help me with this one.This guide describes the Maya features for accelerating playback and manipulation of animated scenes. If you don't know the answer for the first question. How can I stop maya 2018 from crash during N-hair or N-cloth simulation ?Ģ. Pls help me this kind of problems keep me blocked weeks, or maybe months.ġ. Maya 2018 is a totally desaster ! When I export it in Fbx it change the position and the scale. And the problem is maya 2018 can't even export FBX. And it works.īut to do the same thing with n-hair simulation I need to export it in FBX. I exported all in alembic and I do it in maya 2017. For ncloth simulation I figured out something. That means to lose alot of framerate but it was the only one solution.īut after I solved this problem I found the new one ! FREEZE DURING NCLOTH SIMULATION. The solution was to change animation interpolation from pharallel to DG. Good morning, is absolutely imposible to simulate hair or cloth in maya 2018.įirst of all I had a problem, it freeze during animation, I found the solution for this problem here on this forum.
