View Full Version : Render Selected
Hamburger 11-21-2007, 10:27 PM Hey all...I know there is Render Selected within Maya but it's never really usefull because you lose detail such as the hidden object's shadows, reflections etc...
In the left picture below I have the floor selected. Is there a way to render the floor by itself like in the right picture which keeps the FG, reflectivity and shadows from the surrounding environment?
Without getting too complicated with reflection passes etc..because I'm using mia_materials.
Thanks.
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cosm0naut
11-21-2007, 10:34 PM
you could disable primary visibility on all the objects you don't want to be rendered...that way all their reflections, shadows and fg are still there and taken into calculation...
Hamburger
11-21-2007, 10:57 PM
Thanks! Just did a quick test and that seems to be the way to go, but I just have to set up a custom alpha pass layer but that's easy enough.
I thought it was too difficult to turn off primary visibility on hundreds of objects and that there might have been a MEL command or script...but I just remembered Spreadsheet Editor.
Thanks again.
MasterZap
11-23-2007, 04:04 PM
Thanks! Just did a quick test and that seems to be the way to go, but I just have to set up a custom alpha pass layer but that's easy enough.
I thought it was too difficult to turn off primary visibility on hundreds of objects and that there might have been a MEL command or script...but I just remembered Spreadsheet Editor.
Thanks again.
You can also use the mip_render_subset from the production shaders to do this sort of thing....
/Z
dragonP
12-03-2007, 12:23 AM
Hi Masterzap,
Is there any documentation on the mip_render_subset lens shader, I have seen the mental images PDF, and that has given me an insight into how it works. But would like to know more about why I am getting this error.
mip_render_subset1.material: unsupported parameter connection of type material to incompatible node
Is there no support for this feature yet in Maya 2008??
Tried to link up to a material, and the geomerty still the same, any ideas?
Also since its a lens shader can I use this with the physical sky, sun? Can you have two connections connected to the lens shader?
Thanks masterZap
HellstormDe
12-03-2007, 11:29 AM
You could also calculate maps for reflection, shadows, fg... before actually rendering your desired objects.
dragonP
12-04-2007, 09:13 AM
Sounds like a cool way, sorta render layers. have tried that though. Really looking for a solution using the new mip_subset.
Tried again last night and it seems to render out black its sampling nothing so the background in the mip_subset is set to black so rendering black when it doesnt detect anything. I think there is another attachment that I have to make. Either a rayswitcher or something else.
Have got it to render an alpha out at least but that was the furthest I got with the mip_subset.
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