Maya 2015 Support

MentalCore now supports Maya 2015. There are a number of new and improved settings available in the render globals specifically for Maya 2015 such as improved light importance sampling and GPU GI. Please note, as we only support the latest 3 versions of Maya, support for Maya 2012 has been dropped.
Animated Archives
A new animated archive shader and tools for exporting compressed sequences of animated geometry and loading on demand at render time. This enables are user friendly RIB style workflow inside Maya but without the limitations of existing Mental Ray workflows. Using this feature you can still change shader assignments, light linking and render flags even after the geometry has been exported. Motion blur is also baked into the archive and rendered correctly. See the feature documentation on Core Archives for more info.
LOD Placeholder Objects
Added a new placeholder geometry shader for on demand loading of static geometry. It features a simple LOD system that enables you to switch between multiple representations of your geometry. It can be used in combination with the Core Archive shader to reduce archive file sizes for static geometry, see the archive documentation for more details.
Wildcard Renderpass Linking
You can now use wild card names to link objects/materials/lights to render passes to control what’s rendered in a pass. This is a option on the render pass node. Eg, to link only fill lights to a diffuse pass you could specify a expression like “fill*” to link all lights that start with the word “fill”. This makes it easier to copy setups between scenes as it doesn’t rely on connections.
Texture Switch Shader
Added new shader for switching between multiple texture inputs.
Updated API
The MentalCore API has been updated with new functions for working with archives and placeholders. See the api documentation for more details.
Bug Fixes
Fixed bug where batch renders could potentially checkout interactive licenses.
Fixed bug where Image based lighting wasn’t being enabled
Fixed bug with final gather artifacts on core hair shader
Fixed bug with possible incorrect alphas on some shaders using transparency
Other minor fixes

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