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Faeroon
06-06-2002, 10:11 PM
Another stupid newb question but it seems that
I cant figure this out by myself *sigh*

What I want to do is rendering a picture in seperate passes
(because otherwise I cant use specularity, 'cause of a strange
problem with paintFX, there's another thread here from me about it)
and to composit in Photoshop.

I've never done such stuff before and I have problems getting
this to work.
I've read numerous posts, threads, semi-tutorials but all this
stuff of useBackground shaders that somehow give you a shadow pass,
setting up planes for shadows, or trying all this with render layers
- it just gives me a headache :(

I tried to set up render passes in maya , I've switched it on in
the Render Globals, but I cant change anything (like, "renderable",
which SHOULD be at the layer attributes, but isnt!) and I'm stuck.

Maybe there's a good tutorial out there about this, or someone
can explain this to me - but I dont know how to solve this.

svenip
06-06-2002, 10:26 PM
go to the render - globals and open the folder "Render Layer/Pass Control". switch on global passes and output to subdirectories. beauty means render it all in the image. so in generall i always switch on color, shadow and specular. if you now render the scene out, batch will create subdirs in the render folder whith the name of the pass and render only the pass in this folder.

there may be some problems with paint effects. they are really known as a render problem.

for layers it's almost the same, you'll find the settings in the same folder. actually it's not as easy to render them seperatly in layers. because you have to make sure that masks are right etc. if you want a little explaination in that write me a note.

Faeroon
06-06-2002, 10:46 PM
*does some testrendering while he writes that down*
Hm...let's say we've got 5 layers.
3 with normal geometry, 2 with paintFX

What would I have to do to render the color/shadow/specular
for 1.) geometry and 2.) paintFX ('cause those damn pFX are
the reason why I'm trying this, 'cause the specularities of the
grass are not correctly rendered if I render the pic "on the fly)

svenip
06-06-2002, 11:04 PM
to render in layers there are basicly two ways. one involves in extra rendering the z-depth and the other one is a way with the use-background shader.

for the first one, you create 5 "render-layers" and assign the objects or strokes to them seperatly that you wanna render. then in the render globals you switch on the z-depth rendering right under the checkbox for alpha channel and color channel.
then maya writes a seperate image file each time with the z-depth info as a black white map you can use in compositing. for the paint effects don't ask me if tit really works with them. as i said there are one of the biggest render problem in maya.

the other technique is a bit more complicated. you need to split your file for each render layer you wanna render. so lets say you have three objects animated around in whatever way. you select the objects which doesn't belong to the actual layer you wanna render and assign a use-background shader to them. set the reflectivity and specular color to zero. then save the file and do this again for each seperate layer you wanna render. also in the render globals check the passes settings you want. do not activate the render layer options , you don't need them.

if your objects are not animated and you wanna render only one frame, then just hide the other objects instead of assign the shader to them.

hope this helps a bit

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