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.
>
>
>
>
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