Oh boy something I can finally contribute to!
Are you using mental ray? If you are, it's kind of silly. There's the
concept of render layers, each of which can have a pass contribution map
(that can themselves also exclude certain objects), and then optionally
each of those contribution maps can be associated to individual render
passes.
I guess the best question is what are you trying to achieve? Do you need
custom AOVs with special shaders applied that won't work in mental ray
or do you just want standard passes like ZDepth, UV, Ppass mattes etc.?
If you want something more complicated or if your shaders are special
then you might have to play with renderlayers to assign specific
material overrides for certain passes. Otherwise, I'd just stick with
the masterLayer and use pass contribution maps to exclude/include
objects during rendering of your various passes.
The reason is that I've found render layers to be extremely buggy with
Maya, no matter which version you're using: sometimes they will fail to
render at all, sometimes they will render with the wrong datatype
framebuffer (even if the override is explicity set in the render
settings), and the only way I've gotten them to render reliably is to
render them seperately through a batch file instead of through the GUI
batch render option. I usually stay away from renderLayers at all costs
unless they are necessary.
Yours sincerely,
Siew Yi Liang
On 2/6/2014 4:51 AM, Stefan Kubicek wrote:
Not sure about partitions, but what I did use successfully were render
layers, which is the equivalent of a pass in Soft.
There is a default render layer like in Soft, and every additional
render layer can have it's own render settings and overrides per
parameter and object. There is even a mode to automatically create an
override as soon as you change any value when the non-default render
layer is active, which is quite convenient when you need to work
quickly and the project is not too complex. It requires some
discipline though and awareness of what render layer you are currently
working on or you get a a mess quickly.
Hi all,
Are there any people here that use Maya for rendering too, and can point
me to some Renderpass/Partition alike workflows in Maya.
I haven't touched Maya in quite a while now, but have to tweak an
already excisting project for rendering purposes.
I'm looking for the equivalent workflow for pass setup and partition
stuff for shader overrides, hiding objects etc., but I'm not sure on the
Maya terminology.
Thanks a lot for any tips, links etc.