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."