Hi,
Thanks to all for replying. So far I've found and watched a bunch of
videos about all this, and as usual Maya's workflow is all over the
place..... :-\
Also the numerous mentioning of buggy renders in forums doesn't really
make me feel comfortable.
@Siew Yi Lang: I forgot to say the renderer in question is Arnold.
So far I'm not sure if the pass contribution maps will work with that,
as I only could find references to the mia_x materials.
It seems the 'old' way of creating render layers and directly overriding
materials for that layer is the most trouble free way of working.
Will look into this a bit more. If people have some Maya-Arnold comments
on the subject as well, please share ;-)
Rob
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On 6-2-2014 16:06, Siew Yi Liang wrote:
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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