Hi Laurence:

I think a lot of confusion (imho) stems from the different ways different renderers implement their UIs into Maya, especially how VRay/MtoA and mental ray (the only 3 I have experience in, I don't know about others like Maxwell but I imagine it's a similar situiation) all have entirely different methods for handling different passes (AOVs)/contribution passes/sets. Whereas in XSI, this is all unified and consistent across the board.

If you guys could somehow get mental ray to follow MtoA's workflow and standardize this across how every renderer has their implementation in Maya (especially AOVs/render passes, just having ONE standardized UI like how it is in XSI's channels/partition/passes system), I think it would go a long way towards resolving this issue. Maya+MR's method of Render layers+contribition passes+render passes is currently super annoying/cumbersome to work with, even after understanding how they all link together.

Thank you for your time!

Yours sincerely,
Siew Yi Liang

On 3/21/2014 3:28 PM, Ed Manning wrote:
By Jove, I think he's got it!

;-)

One question -- might just be a terminology/translation issue between Mayan and Softese -- in point 3, when you say "without entering the layer," I assume you mean what currently happens when you click on/highlight the layer. If that's correct, then yeah, you'd be modeling Soft's pass editor (explorer) workflow, which allows you to see the structure of a pass without actually being "in" the pass. In Soft, to "enter" the pass, we have a context menu item called "make (selected) pass current."


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