Although it has been released for a few months, however, there are still not many render farms for Maya 2022 on the market. After a period of development, we become an official render farm for Maya 2022.

Maya 2022 is all about helping artists work more efficiently and collaboratively. Marking the arrival of the USD plug-in for Maya, this release also delivers substantial updates to your favorite animation, rigging, and modeling tools in Maya. With new support for Python 3, new plug-ins from Bifrost and MtoA, there’s a lot to make both artists and technical leads happy.

Render Farm for Maya 2022

3S Cloud Render Farm is a render farm for Maya 2022 as well as other Autodesk Maya versions and V-RayArnoldRedshift together with other 3D creation suites with render engines such as BlenderHoudini3ds MaxCinema 4D, and so on.

What you get when rendering on 3S Cloud Render Farm:

  • 6000+ powerful CPU & GPU render servers
  • Free preview render & a free trial for new users
  • Available software licenses | Absolutely confidential information
  • Affordable & easy to use
  • Calculate rendering cost & time for each project before rendering
  • Automatically detect missing assets and errors
  • Automatically download render outputs with 3SCloudDesktop
  • 24/7 professional technical support

New updates in Maya 2022

* USD Plug-in for Maya: Universal Scene Description (USD) support in Maya lets artists work seamlessly with USD in conjunction with Maya workflows. The pre-built Maya USD open source plug-in is available on Windows, Mac, and Linux.
* Animation Ghosting: The Ghosting Editor lets you create images that echo the animation, letting you visualize the movement and position of animated objects over time.

Previously in Maya, when you had multiple meshes selected and you wanted to change the way ghosts appeared in the scene, you had to edit each meshes’ individual attributes in the Attribute Editor; there was no way you could apply sweeping changes to all ghosts in the scene.

Now, the new Ghosting Editor gives you an interface where you can easily modify Ghost attributes one by one, or as a group. Unlike a Motion Trail, which represents keys around your animated model, an Animation Ghost shows you the object rather than a trail, allowing you to make better decisions about the animation.

* Component Tags for deformers: Component Tags let you create node-independent named groups to deform geometry, letting you modify tag membership on the fly.

Using Component Tags replaces the groupID node previously needed to transform vertices, as well as cleans up the Node Editor by eliminating Tweak nodes. Component Tag nodes are automatically created with a subset of components selected whenever you create a deformer.

You can use Component Tag expressions to define deformer memberships dynamically.

* Python 3: Python 3 is available on all platforms. On Windows and Linux, Maya can still be started in Python 2 mode by following the instructions in the updated Python in Maya section.

Note: Maya for macOS can only be started in Python 3 mode. Python 2 is no longer available for Maya on macOS.

* Bifrost plug-in: Bifrost includes new features to enhance your simulation workflows, such as the ability to resume a simulation from a cached frame on disk, to spawn new particles in a simulation, and to refine a low-resolution Aero simulation. This version of Bifrost continues to improve terminals by enabling selective evaluation, which allows you to wait till render time to perform your heavy computations.

* Graph Editor Improvements

  • Peak Removal Filter to clean up noisy animation data:

A new animation filter, the Peak Removal Filter, has been added to the Graph Editor Curves menu. Similar to the MotionBuilder filter of the same name, the Peak Removal Filter lets you clean up unwanted spikes and peaks in your animation curves, replacing them with keys averaging their values on neighboring keys.

This filter has options to isolate the whole of the animation. or only a section of it, and a Preview setting to let you view the effect of the filtering before applying.

  • Smooth filter (Gaussian) for curve “noise” reduction: Another new MotionBuilder filter, the Smooth filter (Gaussian) has been added to the Graph Editor Curves menu, to let you remove jittering and noise in curve channels.
  • New display option: A new Show Animated Shapes option in the Graph Editor List menu lets you set whether the Graph Editor displays all curves downstream from a node, or just the animation curve of the selected node. This is useful if you have custom rigs with specialized connections or when animators only want to view the transforms for a selected object.
  • Preserve Tangent Type: Now for Added Keys:

The Preserve Tangent Type option, formerly only for Inserted Keys, is now available for Added Keys.

Previously, when you added a key to a curve, by default, the new key respected the tangents on either side of the key. This ensured that added keys did not change the neighboring tangents type while still changing the shape of the curve. This behavior continues to be the default setting.

Note: The Preserve Tangent Type option exists for the Inserted Key tool as well, but for Insert Keys, this option is off by default, whereas for the Add keys tool, the opposite behavior is true (the option is on).

  • Customize Key Selection: A new preference has been added so you can shrink the active selection area of keys in the Graph Editor graph view. Use Min key selection size in the Animation (Settings) preferences if drag-selecting keys unintentionally includes keys outside the selection range. Changing this preference can be useful when you work with the Graph Editor at reduced size and/or have scenes with dense animation.

* Sweep Mesh

The Sweep Mesh feature lets you generate an editable mesh from the length of a curve, letting you create a wide array of both organic and hard surface forms, such as tubes, pipes, ribbons, cables, ropes, roads, horns, hair cards, as well as architectural details such as crown molding.

To use Sweep Mesh, with one or more curves selected, choose Curves > Sweep Mesh from the Modeling menu set ( F2). A mesh, defined by the shape of the curve and a sweepMeshCreator input node is created. You can also create a default mesh, with no curves selected, that follows along a straight line.

The Sweep Mesh options let you control a range of features, including profile shape, and size, as well as alignment, subdivisions, and UV creation.

You can apply Sweep Mesh to multiple curves at once, but you can’t adjust the attributes of individual curves. This is the default setting. However, if you want to work with each curve independently, for example, working with hair cards, you can use a command in the Script Editor to create a Creator node for each curve: sweepMeshFromCurve -oneNodePerCurve true;

* Security Preferences: You can now flag specific commands or plugin locations to be blocked when Maya loads them in the Preferences’ new Security section. This is particularly useful if you’re receiving files from an unknown source and want to protect your system’s integrity.

* Rokoko Motion Library Plug-in: With the Rokoko plug-in, you can simply drag and drop mocap assets into your scenes from the comfort of your own home, without the need for a multi-million dollar studio or equipment setup. For the first time, you can leverage assets built for big productions like Star Wars: The Last Jedi, Doctor Strange, Assassin’s Creed, and Horizon Zero Dawn in your own projects.

* Cached Playback improvements: Cached Playback has been updated to provide support for dynamics nodes and the Time Editor.

  • Dynamics support

In previous versions of Maya, you could turn on Caching support for dynamics nodes such as Boss, or Nucleus. Now, Cached Playback for dynamics is on by default, and dynamics simulation content caching is shown in a separate pass that appears as a pink status line in the Time Slider just above the Animation Cache Status line.

Note: You can turn off support for Dynamics Caching by disabling the Cache dynamics option in the Cached Playback Preferences, or in the Cached Playback section of the Evaluation Toolkit.

  • Time Editor support

You can now use Cached Playback with the Time Editor. If you loaded a scene with Time Editor clips in previous versions of Maya, Cached Playback was automatically disabled.

Note: You can use an environment variable to opt-out of Cached Playback support for the Time Editor: see MAYA_CACHE_DISABLE_TIME_EDITOR in General Variables.

* New Solidify deformer

The new Solidify deformer lets you create areas of geometry that appear more solid on deformed geometry, which lets you define rigid parts of a character’s clothes, such as buttons or a belt buckle.

The Solidify deformer works by analyzing deformed sections of geometry and dividing it into separate polygon islands. Each polygon island is then replaced by the original geometry moved and blended into place based on the approximation of the matrix derived from the deformed vertices.

* OpenColorIO v2:

Maya integrates OpenColorIO v2 for state-of-the-art color management. OCIO v2 is a complete color management solution geared towards motion picture production with an emphasis on visual effects and computer animation.

OCIO v2 supports configuration files written for OCIO v1 as well. When you open a scene from a previous version of Maya that uses OCIO v1, it continues to use the same configuration file. However, only features that are available in OCIO v1 are supported when using a v1 configuration file.

New scenes created in Maya 2022 are based on new default settings for color management that follow the industry-standard Academy Color Encoding System (ACES).

When you open a scene that uses Maya’s older color management system (known as SynColor), it gets automatically updated to use OCIO and the config.ocio configuration file in Maya’s resources/OCIO-configs/Maya-legacy directory. This is an OCIO v2 configuration file that has the same color transforms and defaults input color space rules as SynColor. However, if the scene used custom input space rules then you must create them again. Otherwise, new textures will be assigned according to the default rules. In addition, custom assignments will be lost if you reapply the rules.

To use a renderer that does not support OCIO v2, you must launch Maya in SynColor mode. To do this, set the environment variable MAYA_COLOR_MANAGEMENT_SYNCOLOR to any value before starting Maya. To revert to using OCIO v2, make sure the environment variable no longer exists and then launch Maya again.

* Startup experience improvements: A number of improvements have been made to Maya’s startup experience, including:

  • Faster start up and quit times
  • No longer steals focus during start up
  • Remembering the state of the Output Window
  • Ability to copy specific preferences from a previous install
  • A new, more informative splash screen

* New Morph Deformer: The Morph deformer lets you have a GPU-Accelerated version of the BlendShape deformer, giving you simple AB morphs, partial to whole mesh morphs (or whole mesh to partial), as well as the ability to incorporate legacy CPU deformers in deformation chains without blocking the rest of the chain from GPU evaluation.

* HUD: Updated Evaluation Manager status messaging

Changes have been made to the Maya Heads Up Display (HUD) Evaluation Manager status messages to better reflect the condition of the Evaluation Manager (EM).

The previous “Rebuild Required”, then “Ready” (but still requiring partitioning) status messaging was unclear if the EM was performing Parallel evaluation.

The new status messaging is now Rebuild Required, then Built, followed by Ready, states that depict each stage of the Evaluation Graph as it is unbuilt, built, and partitioned.

To display this information on the Viewport, go to Display > Heads Up Display and choose the Evaluation option.

* Time Slider Bookmark improvements: Based on your feedback, several new functionalities and tooltips have been added to the Time Slider Bookmarks.

  • Interactive Move and Scale

You can now Ctrl + drag a bookmark to move it left and right on the Time Slider. To scale a bookmark, Ctrl + drag the left or right edge of the bookmark.

Both these interactions respect the Current time indicator Snap to whole frames preference in the Time Slider preferences, so you can turn this option off if you want to scale and move bookmarks at decimal values.

  • Step through bookmarks

There are now two new commands to step bookmarks forward and backward, so you can set the current time to the start of the next or previous bookmark. To step through your bookmarks, press ‘ (apostrophe) to move the selection forward and ; (semicolon) to step backward.

  • Move frames with bookmarks

Hold Ctrl and double-click a bookmark to select the bookmark and the frames associated with it.

  • Bookmark Manager

Now, bookmarks are displayed according to their position in the time sequence, as opposed to by when they were created, allowing for a more intuitive approach to working with the Bookmark Manager.

* Deformer updates

  • Deformer Falloff effects

Previously, you could only create Falloffs for deformers using the Node Graph, which was time-consuming.

Now, when you add a deformer to geometry, an Input Attribute widget is added to the Attribute Editor Deformer tab that lets you easily create falloff effects.

Right-click the Falloff Input Attribute widget to use color ramp visualization to view Falloff effects. Skin Cluster weights also have been exposed to let you get skin weight data from the skinCluster node so you can use Skin Cluster influence weights in falloff networks.

Deformer Falloffs support Component Tags, letting you apply deformations to specific components within geometry. See the section Geometry that has Component Tags and a deformer in the Create deformer falloffs topic.

  • Other deformer improvements
    • Skin Binding using Proximity wrap;
      • A new menu has been added to the Bind Skin Options to let you use the Proximity wrap deformer to bind skin. This new setting uses the Proximity wrap deformer to bind skinClusters.
      • A Dropoff Rate Scale attribute has been added to the Proximity Wrap deformer to let you control the inverse distance weight from the driver.
    • Bind Skin Options: The Resolution and Percent Resolution attributes have been removed from the Cluster Deformer node. These attributes were intended to improve speed, and are no longer needed thanks to Maya’s recent performance improvements.
    • Cluster Deformer: A new -createTweakNode element has been added to the deformableShapes command to let you create a Tweak node if you need one.
    • Proximity Wrap deformer options

* HumanIK: Neck Motion Reduction setting:

A new Neck Motion Reduction slider has been added to the Attribute Editor (HIKProperties > Retarget Specific area). Similar to the Neck Motion Reduction Properties in MotionBuilder, this attribute lets you dampen the amount of movement transferred from the character body to the neck. Neck Motion Reduction is useful when the motion is created from inadequate capture data.

The Neck Motion Reduction slider works by averaging movement between the character’s neck and chest:

  • 0%: No reduction in movement
  • 50%: Half the movement is transferred, the motion is dampened
  • 100%: The neck moves at a predetermined distance from the chest, the motion is stiff, unnatural since no movement is transferred to the Neck from the body

* Updated system requirements

Minimum Linux system requirements for Maya have changed, and new Visual Studio and gcc versions are now supported.

On Windows, Visual Studio has been updated to 2019.7. There are no changes to Windows system requirements.

On Linux, gcc has been updated to 9.3.1. Linux users will require CentOS 7.6 or higher to use this preview release. They will also need to ensure that these additional libraries are installed to run Maya:

  • from package xcb-util-wm
  • from package xcb-util-image
  • from package xcb-util-keysyms
  • from package xcb-util-renderutil

* Create VR for Maya: Create VR for Maya is an immersive conceptual design tool that empowers artists and designers to start their creative process directly in 3D. Using simple curve and surface tools designers can explore form and shape while being fully immersed in virtual reality alongside their design. Sketches and models can then be easily exported to Maya or other content creation applications for the final realization.

* Arnold for Maya 4.2.1 plug-in: Maya 2022 includes MtoA 4.2.1 which introduces Arnold and is a feature release that brings light mixing, bloom, and interactive denoising through imagers, better USD support to improve your experience working with USD in Maya, an improved layout to the Arnold Render View, and OSL syntax highlighting to the OSL shader.

* Auto Tangent Types: Three new modes have been added to the Graph Editor Auto tangent tool to give you the ability to decide on how you want the tangent interpolation to behave.

* What’s New in the Maya 2022 devkit: The Maya API has new minimum requirements, new and changed APIs, new examples, and new support for Python 3.

* New Environment Variables