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TitleRendering
TagsRendering (Computer Graphics) Texture Mapping Shader Copyright Auto Cad
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Table of Contents
                            Contents
About rendering and renderers
	Rendering
		Introduction to rendering
		Hardware, software, and vector rendering
	Renderers
		Maya Software renderer
		Maya Hardware renderer
		Maya Vector renderer
		mental ray for Maya renderer
	Select a renderer
Camera set up
	Cameras
		Viewing cameras vs. rendering cameras
		Maya camera types
	Motion blur and depth of field
		Focus and blur
		fStop (aperture) and shutter speed/angle
		Motion blur
	Framing objects with a camera
		Camera aim
		Angle of view (focal length)
		Safe display regions for TV production
		Clipping planes
	Create and use a camera
		Create a camera
		Adjust a camera’s attributes
		Make an existing camera renderable
		Turn scene view guidelines on or off
		Adjust depth of field
		Camera limitations
		Look through (select) a camera
			Select the current scene view’s camera
			Look through another camera
		Frame your scene
			Move a camera to another location
			Aim a camera
			Look at selected objects
			Frame selected objects
			Frame all objects
			Frame part of a scene
			Save sequential camera movements
			Troubleshoot Resolution Gate and Film Gate display incorrectly
	Using a stereoscopic camera
		Create a stereoscopic camera
		Edit the anaglyph attributes of a stereoscopic camera
		Render a scene with stereoscopic camera
		Create a custom rig
Tessellation and Approximation
	Tessellation and approximation
		Introduction to Tessellation and Approximation
		Maya tessellation
			Primary vs. secondary tessellation passes
			NURBS surface, poly, and subD tessellation
	Tessellate NURBS surfaces
		View Maya tessellation settings for an object
		Adjust NURBS tessellation settings
		Determine which objects to tessellate
		Display NURBS tessellation triangles
		Use span-based tessellation
	Tessellate polygonal surfaces
		Adjust polygonal tessellation
	Tessellate subdivision surfaces
		Display subdivision surface tessellation triangles
		Adjust subdivision surface tessellation
Visualize and render images
	Rendering methods
		Interactive Photorealistic Rendering (IPR)
		Render View rendering
		Batch renders from within Maya (UI)
		Render from a command line
	Render output
		File formats
		Subfolders and names of rendered images
		File output location
		Pixel aspect ratio
		Resolution
		Frames vs. Fields
		Color, Depth, and Mask (alpha) channels
		Pre Render MEL and Post Render MEL scripts
	Layers and passes
		Render layer overview
		Working with render layers: different layer examples
		Render layer concepts
		Mask and depth channels
		Render passes
	Compositing Interoperability Plug-in
		Compositing Interoperability Plug-in for Toxik
	Render tiles in the Maya Software renderer
		Render tiles
	Visualize scenes and render images
		A typical rendering workflow
		Choose a rendering method
		Set scene options
			Open the Render Settings window
			Render all or some objects from a camera
			Set the rendered image file format
			Set file name syntax
			Set rendered images output location
			Set the resolution and pixel aspect ratio
			Enable color, depth, and mask channels for rendered images
			Create and view depth files
			Modify a mask channel
			Specify frame or field rendering
			Run Pre Render MEL or Post Render MEL scripts
			Adjust anti-aliasing
			Adjust output image filtering
			Create and load a plug-in multipixel filter
			Set raytracing quality
			Set motion blur
			Maya software
			Set IPR options
			Set Paint Effects rendering options
			Set per-material vector rendering options
		Work with render layers
			Work with layers
			Work with layer overrides
			Remove material overrides from objects in any render layer
			Assign different component shading for each render layer
			Work with attribute overrides
			Preview layers
			Render layers to PSD format
			Batch and command-line render with layers
			Duplicate an existing render layer
			Naming render layers
			Recycling rendered images to save time
			Control visibility/reflection per layer
			Merging display layers or render layers when importing files
		Visualize a scene
			Visualize interactively with IPR
			See shading and lights in a scene view
			Test render a low-res still or frame
			Test render a low-res animation
			Render selected objects
			Render a region of your scene
		Perform final renders from within Maya
			Render a single frame
			Batch render a still or animation
			Render with several processors
		Perform command line rendering
			Command line rendering
		Render multiple scenes
			Render multiple scenes
		Work with the Compositing Interoperability plug-in
			Work with Autodesk Toxik 2007
			Work with Autodesk Toxik 2008
		Troubleshooting Rendering
			Troubleshoot image plane displays black swatch
			Troubleshoot displacement is not displayed
			Troubleshoot software-rendered is too bright
			Troubleshoot Multi-UVs for NURBS don’t software render
			Troubleshoot NURBS surface does not appear when rendering
			Troubleshoot rendered image doesn’t match interactive window display
			Troubleshoot projection texture swims over an animation
			Troubleshoot transparent blobby surface rendering anti-aliasing problem
			Troubleshoot memory exceptions
			Troubleshoot highlight artifacts close to object edge
			Troubleshoot background surfaces show through
			Troubleshoot objects vibrate when an animation is rendered as fields
			Troubleshoot 2D Motion Blur problems
			Troubleshooting Surfaces (Maya software)
			Troubleshoot edits in the Texture Editor don’t update in IPR
			Troubleshoot looping renders
			Troubleshoot render tiles
			Troubleshoot assigning objects to Render Layers through the Relationship editor
			Troubleshoot render layer color indicators do not appear correctly (Linux only)
			Troubleshoot Interactive Photorealistic Rendering (IPR)
Quality, render speed, diagnostics
	Image quality and render speed
		The speed/quality tradeoff
		Anti-aliasing and flicker
		Artifacts
		Render speed
		Maya render diagnostics
	Improve rendered image quality
		Adjust scene anti-aliasing parameters (Maya software)
		Adjust per-object anti-aliasing parameters
		Reduce artifacts and flicker
	Increase render speed
		Increase overall rendering speed
		Increase surface rendering speed
		Increase shadow rendering speed
		Increase camera views render speed
		Global illumination and caustics
		Final Gather
		Reduce render memory usage
			Reducing memory usage
			Cache texture tiles using BOT (block ordered texture)
			Delete information not relevant to the renderer
			Render parts of a scene separately
		Decrease file size (Maya Vector renderer)
			Strategies to decrease vector render file size
	Diagnose scene problems
		Run diagnostics
		Sample diagnostic messages
Network rendering
	Overview of network rendering
	Maya network rendering
		Managing Maya network rendering
	Network render with Maya software
mental ray for Maya rendering
	About the mental ray renderer
		About the mental ray for Maya renderer
	Motion Blur
		mental ray for Maya motion blur
	Approximation in mental ray for Maya
		Approximation
		Approximation nodes
		Approximation styles
		mental ray for Maya geometry types
	Visualize and render images
		Command line render
		Exporting .mi files
		Multi-render passes
	Quality, render speed, diagnostics
		mental ray for Maya diagnostics
		Converting textures to optimized format
	Network rendering
		Overview of network rendering
		mental ray for Maya network rendering
			mental ray network rendering: Satellite and standalone
			What you need to set up network rendering
			Configuration files
	mental ray for Maya reference links
	mental ray for Maya Output window messages
	Work with mental ray for Maya approximation
		Create an approximation node
		Assign an approximation node
		Edit an approximation node
		Unassign an approximation node
		Delete an approximation node
		Override approximation settings
		Obtain quads for subdivision surfaces
		Troubleshoot partial creases rendering as full creases
		Control Fine approximation triangles
			Setting Fine approximation cache limit
			Control Fine approximation triangles
			Tweak Approximation node settings
	Render time smoothing of polygon meshes
		Smooth polygon meshes at render time
	Rendering a smooth polygon mesh
		Render a smooth polygon mesh using Smooth Mesh Preview
	Contour rendering
		Adding a contour to your scene
	Work with multi-render passes
		Introduction to multi-render passes: a simple workflow example
		Sample workflow for multi-render passes
	Exporting the multi-render passes for compositing in Toxik
	Set scene options
		Open the Render Settings window
		Modify a mask channel
		Adjust anti-aliasing in mental ray for Maya
		Set motion blur in mental ray for Maya
	Perform command line rendering
		Rendering from the command line
	Export .mi files
		Export a .mi file and render with mental ray
	Managing your scenes using render proxies
		Using render proxies in your scene
		Material assignments for render proxy
	Increase render speed
		Increase overall rendering speed in mental ray for Maya
		Increase surface rendering speed in mental ray for Maya
		Increase shadow rendering speed in mental ray for Maya
	Diagnose scene problems
		mental ray for Maya error handling and diagnostics
	Network rendering
		Network render with mental ray for Maya
		Set up mental ray network rendering
		Set up a master machine with mental ray for Maya or mental ray for Maya Satellite
		Verify which hosts file is being read
		Change the set of slaves used for mental ray for Maya renders
		Set up a master machine with mental ray standalone (method 1)
		Set up a master machine with mental ray standalone (method 2)
		Slave machine setup
		Submit a job to render over the network
	Dynamic Attributes for mental ray for Maya
		Dynamic Attributes
	Troubleshoot mental ray for Maya rendering
		Troubleshoot general mental ray for Maya rendering issues
		Troubleshoot render layers do not render correctly when exporting a .mi file
		Troubleshoot Motion Blur
		Troubleshoot Surfaces
		Troubleshoot final gather causes flicker
		Troubleshoot Network rendering with mental ray for Maya
		Troubleshoot exporting .mi files
Appendices
	Appendix A: Extra mental ray render settings
	Appendix B: Creating camera output passes with mental ray for Maya
	Appendix C: Additional mental ray for Maya rendering commands
	Appendix D: Render layer presets
		Work with layer presets
		Render layers example: automotive preview
	Appendix E: Render Passes for Maya software renderer
		Work with render passes
	Appendix F: mental ray user framebuffers
		mental ray for Maya user framebuffers
		Create, edit and delete user framebuffers
		miDefaultOptions node
		mentalrayUserBuffer node attributes
		mentalrayOutputPass node
Rendering menus
	File
		File > Export All, Export Selection (mental ray)
	Modify
		Modify > Convert > Displacement to Polygons
	Create
		Create > Cameras > Camera
		Create > Cameras > Camera and Aim
		Create > Cameras > Camera, Aim, and Up
	Window
		Window > Rendering Editors > Render View
		Window > Rendering Editors > Hardware Render Buffer
		Window > Rendering Editors > Render Settings
		Window > Rendering Editors > Hypershade
		Window > Rendering Editors > Rendering Flags
		Window > Rendering Editors > Shading Group Attributes
		Window > Rendering Editors > Multilister
		Window > Rendering Editors > mental ray > Approximation Editor
		Window > Rendering Editors > mental ray > Custom Text Editor
	Render
		Render > Render Current Frame
		Render > Redo Previous Render
		Render > IPR Render Current Frame
		Render > Redo Previous IPR Render
		Render > Test Resolution
		Render > Run Render Diagnostics
		Render > Batch Render
		Render > Cancel Batch Render
		Render > Show Batch Render
		Render > Render Using > Maya Hardware
		Render > Render Using > Maya Software
		Render > Render Using > Maya Vector
		Render > Set NURBS Tessellation
		Render > Render Using > mental ray
		Render > Export All Layers to Toxik 2007
		Render > Export Selected Layers to Toxik 2007
		Render > Export to Toxik 2008
		Render > Export Pre-Compositing
	Panel menus
		View
			View > Select Camera
			View > Camera settings
			View > Camera Attribute Editor
			View > Camera Tools
			View > Image plane
		Stereo
			Stereo > Center Eye
			Stereo > Active
			Stereo > Horizontal Interlace
			Stereo > Checkerboard
			Stereo > Anaglyph
			Stereo > Luminance Anaglyph
			Stereo > Freeview (Parallel)
			Stereo > Freeview (Crossed)
			Stereo > Background Color
			Stereo > Set Color Using Preferences
		Renderer
			Renderer > Default Quality Rendering
			Renderer > High Quality Rendering
			Renderer > <Custom Renderer>
Rendering Windows and Editors
	Approximation Editor
		mental ray Approximation Editor
		Surface Approximation settings (Attribute Editor)
	Render Layer Editor
	Render Settings
		Render Settings window
		Render Settings: Common tab
		Render Settings: Maya Software tab
		Render Settings: mental ray tabs
		Render Settings: Maya Hardware tab
		Render Settings: Maya Vector tab
	Create Render Passes window
	Custom Stereo Rig Editor
	Render View
		Render View menu bar
		Render View toolbar
	Rendering Flags
		Rendering Flags window
	Hardware Render Buffer
		Hardware Render Buffer window
		Hardware Render Buffer global settings
		Hardware Render Buffer menus
Rendering nodes
	Render Layer attributes
		Render Layer render attributes
	Render pass nodes
		Render pass Attribute Editor
		Render pass set Attribute Editor
		Render pass contribution map Attribute Editor
	mental ray for Maya Dynamic Attributes for Rendering
		Dynamic Attributes for Rendering
	Transform node mental ray attributes
		Transform node mental ray rendering attributes
	Object-specific mental ray attributes - Attribute Editor
		mental ray
	Object-specific render attributes - Attribute Editor
		Render Stats
		Smooth Mesh Render
		Vector Renderer Control
		Texture Map
		Tessellation
			NURBS objects tessellation
Index
                        
Document Text Contents
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Rendering

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Page 279

2 From a command prompt window, change to the directory where your
.mi file resides.

3 Type the following:

mentalrayrender myFile.mi

4 To get progress messages to show how the slave machines are being used,
type the following command:

mentalrayrender -verbose 5 myFile.mi

Related topics

■ mental ray network rendering: Satellite and standalone on page 199

Dynamic Attributes for mental ray for Maya

Dynamic Attributes

The following dynamic attributes are designed to work in conjunction with
custom shaders. Some of these attributes are not always visible by default in
the Maya user interface. However, once you have created the attribute, you
can view and edit the value in the Extra Attributes section in the Attribute
Editor.

User Data

Custom information can be incorporated into elements of a scene such as
lights, cameras, objects, and instances. Use the dynamic miData attribute to
connect a mental ray User Data node to the element so that this custom
information can be accessed by mental ray shaders.

NOTE In order to use the following workflow, you must have a mental ray shader
with a data attribute.

1 Create a mental ray User Data node using the command:

createNode -n "miUserData" mentalrayUserData;

The mentalrayUserData node should contain custom user data that
matches the format required by your mental ray shader.

Dynamic Attributes for mental ray for Maya | 263

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2 Connect miUserData.message to shader.data

The mentalrayUserData node consists of two attributes: binaryData and
asciiData. asciiData is the preferred method. The asciiData attributes
should be filled with custom user data and connected to the mental ray
shader using the mentalrayuserData.message plug.

NOTE The mentalrayUserData node is only translated if connected to a mental
ray shader.

3 Create the miData attribute as follows:

addAttr -ln "miData" -at message pSphereShape1;

4 Connect the miData attribute to the userdata node as follows:

connectAttr -f miUserData.message pSphereShape1.miData;

TIP Add a magic number to the user data, preferably as the first value in the
block. This allows your shaders to easily identify the user data.

Export shadow shader

Use this attribute to have transparent shadows even when photons are used.
The attribute functions locally and overrides the shadowEffectsWithPhotons
attribute (the Direct Illumination Shadow Effects setting in Caustics and Global
Illumination > Photon Tracing section of the Render Settings), on a per-material
basis, so that shadow shaders are exported even when photons are turned on.

Create this attribute as follows:

addAttr -ln miExportShadowShader -at bool phong1SG;

Disable animation detection

mental ray automatically detects animation of scene objects and related
shading nodes when translating subsequent frames. The Optimize Animation
Detection option (in the Render Settings window, mental ray tabs, in the
Options tab on page 444, Translation section, Performance sub-section) even
performs a pre-scan of the Maya dependency graph to find animated nodes
much faster and to mark the individual nodes accordingly for accelerated
translation of the whole animation.

There are ways to hint to mental ray about animated nodes manually, in cases
where the default performance might still not be optimal or the standard
detection algorithm does not catch all animations.

264 | Chapter 7 mental ray for Maya rendering

Page 557

Windows Bitmap
image file format 59

Windows setup 252
workflow

render layers 69
working with render layers 100
Write ZDepth attribute 487

Y

yaw, cameras 18

Z

Z buffer channel 79
Z depth channel 79
Zeroth Scanline attribute 144, 392
Zoom Scale setting 356
zooming, cameras 18

Index | 541

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542

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