Ha i remember stumbeling out of 3ds max and into SI and being shocked that such a pass system existed !
On 6 February 2014 16:59, Rob Wuijster <[email protected]> wrote: > Hi, > > Thanks for that! Didn't occur to me to visit the Arnold Maya Helpfiles ;-) > Those examples already look far more useful. > > cheers! > > Rob > > \/-------------\/----------------\/ > > 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 > > \/-------------\/----------------\/ > > 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. > > > > > No virus found in this message. > Checked by AVG - www.avg.com > Version: 2014.0.4259 / Virus Database: 3684/7066 - Release Date: 02/05/14 > > > > No virus found in this message. > Checked by AVG - www.avg.com > Version: 2014.0.4259 / Virus Database: 3684/7066 - Release Date: 02/05/14 > > >

