It’s also important to note that heterogeneous rendering is not yet available, meaning that the CPU and GPU cannot be used together in order to accelerate rendering times further. Alternatively, you could use the CPU as a backup renderer, just in case.
Chances seem good that running into an issue at this point would be rare, but you can use the “Error” backup render mode to halt the process if it boils down to it. The first bullet point there is important, because it notes that “the majority” of CPU features have been carried over to the GPU.
axf shading networks as a Maya shading graph. Import shader networks: This allows users to import their.New aiLookSwitch operator node: This makes it easier for users to add different looks to a procedural asset by automating the practice of adding a switch_operator and merge operators at the root of the procedural operator graph.AxF files can be imported into Maya for use with MtoA via the aiAxfShader. aiAxFShader: MtoA has added support for Xrite’s AxF file format through a new shader.Since the majority of the CPU features are now supported on the GPU, with lots of stability fixes and a good match between the CPU and GPU results, we’re boldly removing the beta tag! So, if you want to read all of what’s new, you will need to refer to both the original 4.0.0 release notes (representing 6.0.0.0 core), and also the newer 4.0.1 release notes (representing 6.0.1.0 core).
The latter seems like more of a hotfix that was developed ahead of launch, but is still considered a different version. Something that’s interesting about this Arnold release is that two versions have released on the same day: 4.0.0, and 4.0.1.