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.




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