Hi,

Thanks for that! Didn't occur to me to visit the Arnold Maya Helpfiles ;-)
Those examples already look far more useful.

cheers!

Rob

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On 6-2-2014 16:32, Siew Yi Liang wrote:
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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