Hi Rob:
I have less experience in MitoA, but I think Arnold is infinitely easier
to work with than mental ray for this sort of thing. If you are
rendering to EXRs (and if you're using Arnold I don't see why not) I
suggest looking at rendering seperate AOVs and using object sets to
partition out your scene instead and assigning those to the AOVs? That
way you can avoid buggy render layers altogether (and having to set
per-layer framebuffer/sampling settings, instead keeping those settings
specific to the AOV itself. Much easier to manage... o_O )
https://support.solidangle.com/display/AFMUG/Override+Sets
https://support.solidangle.com/display/AFMUG/AOVs
I know most tutorials will talk about render layers (because they are
frankly the most straightforward to set up in Maya) but I've had nothing
but issues with them when rendering more complicated scenes, so I'm now
biased against them out of principle :P
If you do end up using render layers with Arnold, though, in case you
encounter problems with layers not rendering later down the line, just
try rendering each layer seperately via batch script. Usually will solve
those issues.
Hope this helps! :D
Yours sincerely,
Siew Yi Liang
On 2/6/2014 7:23 AM, Rob Wuijster wrote:
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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