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This tutorial shows you Maya’s Interactive Photo-realistic Rendering system, IPR for short. In this tutorial:
I I I I I I
Rendering in Maya Overview IPR Workflow Creating a Rendering Layout Adjusting Shaders using IPR Adjusting Lights and Shadows using IPR Lighting Effects, Fog and Lens Flare
A Taste of Maya
Questions? visit www.aliaswavefront.com/tasteofmaya
Before you start: This tutorial requires Maya scene files. If you haven’t installed the tutorial files go to the “Try Maya” section of the “Taste of Maya” CDROM to install. Starting Maya: You can start Maya by double-clicking the Maya 2.5 Evaluation icon on the desktop or from Start → Programs → Maya 2.5 Evaluation → Maya. In Maya: Once the tutorial files have been installed you will need to set the current project in order to access the Maya scene files. To set the current project from within Maya select File → Project → Set... and Navigate to the directory where you installed the Maya scene files. Select the directory: Maya_tutorial_data and press OK.
Rendering In Maya
Maya’s rendering system is the culmination of research and development stemming from a rich history of worldwide efforts. Creating visually pleasing imagery or photo realistic representation of 3D worlds is the ultimate goal of the rendering process. In Maya you have many options for creating this imagery. You have complete control over how detailed and exacting the renderer will behave. If you want perfectly anti-aliased imagery and highly filtered textures you have the power to do so. If you want a lighting environment that includes atmospheric elements and lighting interplay with a virtually lensed camera, you can achieve this too. Typically, tasks that involve creating finished or specific rendering requires an interactive process. That is, you tweak, you test render, you tweak, you test render. Getting fast feedback to you as you tweak is the point of the IPR side of the Maya renderer. Using IPR boosts productivity, speeding up this process of tweaking, to the point where you will find yourself using it exclusively for many tasks. Rendering User Interface Maya’s rendering system is best accessed using the Hypershade/Visor in conjunction with the Render View/ IPR panels. The other UI elements you will work with include the Attribute Editor and Attribute Spreadsheet as well as your Camera View panels. Because you will be accessing these panels consistently it is strongly recommended that you create Layouts utilizing these panels arranged to your taste. Avoid detached or floating windows that can get in your way and slow you down. A sample layout using the Render View window and Hypershade/Visor panels is shown below. This tutorial will step you through creating this layout.
2 A Taste of Maya
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
All rights reserved. Rendering preview by test rendering to the Render View window or Interactively rendering using IPR.aliaswavefront.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. you have agreed to the terms and conditions which can be found in the setup. a division of Silicon Graphics Limited. Render View Overview The Render View window (Windows → Render View) is where you test render your scene.Questions? visit www. Perspective Camera also note Attribute Editor inside the Main Interface. A Taste of Maya 3 .com/tasteofmaya IPR Rendering Layout with Hypershade/Visor. This window will allow you to create a test render of a single frame that is exactly what a batch or sequenced render will look like. Render View. Alias|Wavefront. Once you have your base layouts in place with shelf buttons you can quickly jump from one configuration to another without floating windows and without having to constantly open the same windows from the pull down menus. By using this tutorial. January 2000. Two Methods of Adjustment There are two methods of working with the Maya renderer. This layout can be accessed by a shelf button or hotkey.
creating the IPR render file. LMB drag a box in the Render View window and select: Render → Render Region Render in this fashion when you are testing the look of raytraced rendered effects and other rendering elements that are not viewable in IPR. you have agreed to the terms and conditions which can be found in the setup. 4 A Taste of Maya January 2000. All rights reserved. a division of Silicon Graphics Limited. To use the Render View window: I I Position your perspective camera to frame your scene. These pull down menus can also be accessed from the Right Mouse Button while your cursor is in the Render View window.com/tasteofmaya Render View Window The Render View window contains pull down menus at the top of the panel. This enables the Interactive portion of the Interactive Photo-realistic Rendering system. IPR Using IPR is similar to rendering in the Render View window with the addition of an extra step. Alias|Wavefront. I Note: I To render a region. In the Render View window select Render → Render → Current(persp) The entire Render View window will initialize and begin rendering in blocks. The Render View window is also where IPR is accessed. If the Render View is scaled to a size other than the actual Render Globals resolution. Deep Raster technology is the process of keeping track of the information that went into creating the pixel color. including lighting. the image may appear to be aliased or jagged. This greatly speeds up the rendering process for editing. This is called a “Deep Raster” image. shadows and material definitions. . Press the 1 : 1 button to view the image at the real size or actual resolution.IPR Questions? visit www. When you IPR Render. There are also buttons that quickly let you access often used functions.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.aliaswavefront. you create an image that contains more information then just the pixel color and matte information. By using this tutorial. When you adjust a related node such as a light or material only the changed value is recomputed as opposed to the entire chain or graph which is normally evaluated during a regular render.
By using this tutorial. All rights reserved. Color balancing and filtering settings Lighting: Placement Intensity and Fall-off Fog Density and Color Shadow Color and Intensity Light Glow and Lens Flare I I I I Reflection Map tweaking Shader to lighting and texture interactions 2D and 3D texture attribute tweaking Many more things. depth of field as well as 3D motion blur are not displayed in the IPR deep raster based image.aliaswavefront. Alias|Wavefront. refraction and reflections are not displayed in IPR. the Attribute Editor will update to display the attributes associated with the selected item. you have agreed to the terms and conditions which can be found in the setup. A deep raster image can be quite large.com/tasteofmaya IPR For most tasks that involve repeated tweaking and rendering. I When the IPR render is completed you are prompted to select a region to begin tuning.. I I Raytraced shadows. Use IPR anytime you feel that you are spending too much time testing and waiting for feedback. There are some options that have not made it into IPR . In the Render View window select IPR → IPR Render → Current(persp) The entire Render View window will initialize and begin rendering in blocks. a typical image file size for a 720 x 486 (D1) resolution IPR image can be between 45 and 100meg. I I Position your perspective camera to frame your scene.. A Taste of Maya 5 . I IPR is Awesome for: IPR lends itself to these traditionally time consuming activities. Later in this tutorial you will go through the actual steps of working with a Maya scene. Displacement mapping. The region you select will be the area that is updated. Volumetric particle rendering attributes are not updated in IPR but surface shading can be tuned on a stand in geometric object... I In the Hypershade/Visor select the light or material you wish to edit.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.. The size of the region you select will determine how much system overhead is needed. January 2000. This is the creation of the deep raster image. IPR is the next level of tuning after you have established your scene using the hardware display for texture placement and rough lighting. the IPR system steps in and speeds up the process. This portion of the deep raster is loaded into ram and cached for quick system access. LMB drag select a region to tune. If you have limited system resources you may want to consider working with smaller resolutions. yet.Questions? visit www. a division of Silicon Graphics Limited. I I I Material attribute tweaking Texture placement. Using IPR Overview: Here is a general overview of steps to using IPR. This image file is created in the iprImages directory of your current Maya project. So take care that you have suitable disk space and real memory.
It was constructed from NURBS cylinders that were trimmed and trimmed again with a cube to make the lower shaft and a lofted surface to make the overhead shaft. Pipes in Tunnel Scene File pipeSystem. These layers can be made visible by accessing the layer bar. You can stop a test render in the Render View window at any time by pressing the Escape key. I Render your test image using the regular render view Render command.ma Tunnel Layer: This layer is the base geometry for the tunnel system. 6 A Taste of Maya January 2000. and select Visible. Options → Layer Bar.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. Also work at the lowest resolution that gives you adequate feedback. Be conscious of the IPR tuning options you have selected. If you are not working on shadows or glows.ma Scene file descriptions: pipeSystem. Layers in pipeSystem. you have agreed to the terms and conditions which can be found in the setup.aliaswavefront. a division of Silicon Graphics Limited. It contains several layers of objects that compose a subterranean tunnel.IPR Questions? visit www. Layers: The elements used to compose pipeSystem. You can control these options globally from the IPR section of the Render Globals window. All rights reserved.com/tasteofmaya Adjust these attributes while observing the IPR region updating.ma: This is the scene file you will start with. make sure these options are not selected. Alias|Wavefront. Tip: Learn to work quickly and load only the object layers that you are editing. . Or from the Render View’s IPR pulldown menu. By using this tutorial. To toggle the visibility of each layer press the RMB (Right Mouse Button) on the layer button.ma have been organized into layers.
All rights reserved.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. Feel free to experiment with the shaders and the lighting to create your own images. There are point. Any edits made to this base object are mirrored in the instanced copies. This layer contains the lights in the scene. The walkway has been made very light. Closeup of Pipes and lights January 2000. Lights can give the objects volume and a sense of weight.com/tasteofmaya IPR Pipes Layer: This layer is the pipes that run through the tunnel. With instanced geometry you can create a base object that when duplicated will act a reference. The objects have been textured and the lights have been roughly setup. Alias|Wavefront. a division of Silicon Graphics Limited. IPR Example The scene file you have been provided with is a typical setup. objects that have been duplicated with instancing option. you have agreed to the terms and conditions which can be found in the setup. A Taste of Maya 7 . directional and spot lights used to create various lighting conditions. Walkway Layer: This layer is composed of instanced geometry. By using this tutorial.Questions? visit www. that is with as few objects as possible.aliaswavefront. Light Layer: This scene is mostly composed using lights. Your goal is to maneuver your camera around the scene and frame up interesting angles and then render them.
aliaswavefront. These objects may be parents of other objects as well. The tunnel objects have been texture mapped. Because these textures are mostly very dark you will not see much in textures mode. Alias|Wavefront. . 8 A Taste of Maya January 2000. By using this tutorial. Select pipeSystem. All rights reserved.IPR Questions? visit www. In the Outliner you can LMB on the + sign to the left of the object name to open the nested objects. Press the 5 key for shaded display.. a division of Silicon Graphics Limited.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. 6 key for texture shaded and the 7 key for textures with lighting in the perspective view. These objects are actually groups of objects.ma Press Open tunnelGroup pipesGroup lightsGroup walkwayGroup instancedWalkwayGroup This file contains several objects and groups of objects: Open the Outliner to view these object groups as well as lighting and camera objects.ma scene file I Start Maya I I I Select File → Open Scene.com/tasteofmaya Wide View of Pipes and Tunnel 1 Open pipeSystem.. you have agreed to the terms and conditions which can be found in the setup.
This can be misleading. When all layers are displayed in the shaded modes most systems without adequate graphics memory will not tumble freely. January 2000. Alias|Wavefront. Press the 1:1 button to scale the image to actual rendered resolution.mb scene file has been set to render at a Preview Quality. Hypershade/Visor and Attribute Editor windows forming a Layout. you have agreed to the terms and conditions which can be found in the setup. All rights reserved.aliaswavefront. I Layout with Render View. This can make an otherwise good looking image look aliased and chunky.com/tasteofmaya IPR Note: If your system does not allow you to tumble the scene quickly you should either restrict your viewing to wireframe or hide some of the layers. Display Accuracy Display your rendered image at a 1 to 1 display resolution by pressing the 1:1 button in the Render View window. Expanding the Render View window: I Make the Render View window active by LMB clicking in the window then press the SpaceBar to expand this window to full view. Persp.mb has had various Render Global settings and light attributes adjusted to create a hi-resolution image that is representable of Production Quality.Questions? visit www. A Taste of Maya 9 .exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. Render Quality The pipeSystem. When you test render this scene you will see various artifacts such as edge aliasing and low resolution light fog shadows. The scene file pipeSystemFinish. If you are viewing a rendered image at a scale other than 1 to 1 you will see display artifacts from this scaling. a division of Silicon Graphics Limited. By using this tutorial. This file will take longer to test render due to the higher texture sampling and edge anti-aliasing settings.
aliaswavefront. 10 A Taste of Maya January 2000. I I Select Options → Customize UI → Panels. Press the Add to Shelf Button If you want to delete a shelf item you can MMB drag it to the trash can icon on the right-hand side of the shelf bar. By using this tutorial.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. Layouts in Maya give you preset organizations of windows and editors that you can quickly select from a shelf or hotkey. you have agreed to the terms and conditions which can be found in the setup. There are also premade layouts in Maya available in the Camera viewport panel under.IPR Questions? visit www. Rename this new layout Hypershade/Render in the Name field and press Enter to validate. Alias|Wavefront. All rights reserved. from Main menu bar.. Note: I I Select the Edit Layouts tab in the Panels window Select 3 Pane Left Split from the Configuration pulldown menu.. a division of Silicon Graphics Limited. In this section you will create a layout for working with IPR and rendering in general.com/tasteofmaya 2 Create a layout for rendering It is important to create a quick method of moving between windows and editors. Panels → Saved Layouts. . In the Panels window select the Layouts tab Panels Editor with Layouts tab selected I I I Press the New Layout button.
Other people have layouts for the Hypershade with the perspective view replaced by the Outliner. In Panel 1 Select Render Window Panel In Panel 2 Select Hyper Shade Panel In Panel 3 Select Persp Panel Now when you select this shelf button your layout will change to this configuration.. I Window → Render Globals.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. You may want to create several layouts in this manner. Many people use a hotkey to raise and lower the Outliner. January 2000. All rights reserved. a division of Silicon Graphics Limited. you have agreed to the terms and conditions which can be found in the setup. Toggle the Attribute Editor from a hotkey or from the Options → Attribute Editor/Channel Box Render Optimization Render Globals and Anti-Aliasing Before you begin tuning with IPR you may want to review your Render Globals settings.Questions? visit www. You can also create a layout that includes all 4 windows. Of most importance is the level of Anti-Aliasing that is set in the Render Globals’ Anti-Aliasing section. Using the above layout you can work with only the Outliner as a floating window.com/tasteofmaya IPR Panels Editor with Edit Layouts tab selected I Select the Contents tab in the Edit Layouts section. A Taste of Maya 11 .aliaswavefront. By using this tutorial. Alias|Wavefront..
northSpotShape. When this value is turned down to 15 or so you will see chunkier fog shadows but faster render times. Depth Map Fog Shadows Another setting that will have a big impact on render times in this scene is the Fog Shadow Samples under the shadow casting light’s Shadows > Depth Map Shadows section.IPR Questions? visit www. Alias|Wavefront.com/tasteofmaya Anti-Aliasing Section of Render Globals Set Anti-Aliasing to Preview Quality for initial testing in IPR. only one of them at a time will be displayed for editing in the Attribute Editor. If you have multiple objects selected at the same time. (domeLightShape.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. The pipeSystem.aliaswavefront.mb file has these settings adjusted for you. I 12 A Taste of Maya January 2000. When you are ready for a finished render turn this up to a value around 70. You can edit multiple selected items using the Channel Box. By using this tutorial. When you are closer to final tests you can turn up the quality to Production Quality settings. a division of Silicon Graphics Limited. Each light has its own values in the Attribute Editor which you can adjust. You can adjust them to suit your pace and the performance of your system. I Select each of the spot lights in the scene that are casting depthmap shadows and have a light fog attached. . southSpotShape are located inside the lightingGroup node in the Outliner) Adjust the Fog Shadow Samples in the Attribute Editor for a smooth look. you have agreed to the terms and conditions which can be found in the setup. All rights reserved.
You can adjust these attributes or you can traverse the Light Fog attribute to the lightFog node by clicking on the “Connection Arrow Button” on the right-hand side of the attribute. mid-tunnel.Questions? visit www.mb scene. a division of Silicon Graphics Limited. The lightFog node allows you to adjust fog color and density.com/tasteofmaya IPR Render Resolution When you are rendering in Render View or IPR you will want to work at the smallest resolution that will still enable you to see what you are working on.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. The North and South tunnels also have spotlights. In the Attribute Editor open the Light Fog section found under the Light Effects section. that are casting shadows and have lightFog attached. Render an IPR image (Window → Rendering Editors → Render View → IPR Render → persp) LMB drag a region to tune that includes some of the light fog. This is very adequate for working with most items in the pipeSystem. I I Select the northSpot object in the Outliner or Hypershade’s Visor windows press f to frame the light. All rights reserved. I I I I I January 2000. RMB on the Layer button and toggle the visibility. you have agreed to the terms and conditions which can be found in the setup. But you can test render at other resolutions. LMB select the northSpot icon in this folder if this light is not selected. Pull your camera back to frame the spotlight with enough room to see the extent of the cone of light being cast from this light. Light Fog on northSpot 1 Tune the Light Fog for the norhtSpotLight The junction of the tunnels has a shaft overhead that contains a spot light named domeLight. By using this tutorial. In the Hypershade/Visor window open the Lights directory by LMB clicking on the folder icon. In the Render View window select Options → Test Resolutions → 50% Globals This will select a test rendering resolution for Render View and IPR that is 1/2 the pixel resolution set in the Render Globals Resolution setting. Alias|Wavefront. A Taste of Maya 13 . This light has a light fog added to it and it is casting depth map shadows. In this scene file the resolution is set to 720x486 or Digital Video CCIR601.aliaswavefront. Hide the walkway layer.
14 A Taste of Maya January 2000.aliaswavefront. Alias|Wavefront. The Blinn material is extra good at making things look metallic due to the specular highlight and control over this highlight it gives you. you have agreed to the terms and conditions which can be found in the setup. a division of Silicon Graphics Limited.IPR Questions? visit www. Since this material has more to it then just a plain material it can be considered a “Shader”. Hide the walkway and tunnel layers. MMB drag the metalBumpPipe material from the Visor to the Hypershade work area. . I Press the “Show Up and DownStream Connections” button in the top right-hand corner of the Hypershade/Visor window. Select the metalBumpPipe material for editing. By using this tutorial. LMB select the metalBumpPipe material. I I I I I Position your camera close to the central pipe so that you can see the effect of tuning this shader. In the Hypershade/Visor window open the Materials directory in the Visor portion by LMB clicking on the folder icon under the Rendering section (not the Create section).com/tasteofmaya Adjust the northSpot Intensity and the Dropoff to see how this affects the light fog. This material has a texture applied to it to provide bump and specular highlight. Closeup of Pipe Shading 2 Tune the Pipes Shader The pipes in this scene are all being shaded by the same material. This will display the related nodes of the shader you have selected.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. This material is a Blinn material. Render an IPR image LMB drag a region to tune that includes pipes. All rights reserved.
Press f to frame current selection in your current camera view. you have agreed to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. The Specular Color attribute is being controlled by a 3D texture. By using this tutorial. Select a tuning region around one of the warning lights. The metalBumpPipe also has a 3D Brownian procedural texture attached to it. Warning Lights Shader Glow and cornerLight lens flare 3 Tune the Warning Light Glow You can tune shader glows in IPR. a division of Silicon Graphics Limited. Position the Camera to frame the warning lights and maybe part of the pipes. Select this group. I I I I January 2000. All rights reserved.aliaswavefront. Alias|Wavefront. This is a simple trick to get the Specular highlight to follow the bump. By adjusting the metalPipeBrownian texture you are adjusting both bump and specular properties at once. A Taste of Maya 15 . In the Pipes group you will find another group called warningLight. Hide the walkway and tunnel layers. By applying a little incandescence and a little glow to a material you can create nicely glowing surfaces.Questions? visit www. Work both the Specular Rolloff and the Eccentricity together. Adjust the Bump Depth attribute to make the bumps more defined or more subtle. The walkway safety lights have had this glow applied to them as have the windows on the vertical pipe. In the HyperShade work area LMB select the bump3d node. I In the Outliner open the Pipes Group. Adjust the Diffuse attribute Note the effect the Eccentricity attribute has on the highlight. IPR render this view. This texture is connected to the Bump Mapping attribute as well as the Specular Color attribute.com/tasteofmaya IPR I In the Attribute Editor begin adjusting the attributes of the metalBumpPipe shader.
Imagine trying to juggle these attribute settings without interactive feedback. By using this tutorial. . Notice the interaction between the Specular Color and Glow intensity. a division of Silicon Graphics Limited. In the Hypershade/Visor window open the Materials directory by LMB clicking on the folder icon under the Rendering section (not the Create section).IPR Questions? visit www. Adjust the Glow Intensity under the Special Effects section of the material. I Adjust the attributes on this Blinn material and note the updates in IPR. These attributes are all inter-related and require tweaking to find the right combination. Lens Flare attributes on OptiFX node 16 A Taste of Maya January 2000.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. MMB drag the yellowWarningLight material from the Visor to the Hypershade work area. All rights reserved. LMB select the yellowWarningLight material. Change the Color of the material. Try negative and positive values for the Eccentricity. IPR makes this possible.com/tasteofmaya I Select the yellowWarningLight material for editing.aliaswavefront. Alias|Wavefront. you have agreed to the terms and conditions which can be found in the setup. Note the role that the incandescence plays in the glow.
Position the camera back from this light to ensure that the lens flare is caught by the camera. Navigate to this node by pressing the right-hand side button arrow on the Light Glow attribute. A Taste of Maya 17 . Adjust these attributes with an IPR render.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. halo and glow.com/tasteofmaya IPR 4 Tune the Lens Flare on the cornerPointLight The blue corner safety light has a lens flare associated with it. Lens Flare attributes on OptiFX node I The opticalFX1 node contains many attributes associated with lens flare. Alias|Wavefront. Because the Halo pulldown is set to None. Adjust the attributes listed under the cornerPointBlueShape tab of the Attribute Editor. you will not see a halo effect on this light and the attributes associated with Halo will have no effect. a division of Silicon Graphics Limited. January 2000. I I I I I Select the cornerPointBlue light (and press f to center the camera’s center of interest on this object). Under the Light Effects section you will find an attribute called Light Glow. This attribute has a node connected to it called opticalFX1. By using this tutorial. you have agreed to the terms and conditions which can be found in the setup. Experiment with what these values do.Questions? visit www. Render an IPR image. All rights reserved.aliaswavefront.
I Adjust the specular aspects through Eccentricity and Specular Roll Off attributes on the tunnelWallBlinn material.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. a division of Silicon Graphics Limited. Adjust the Bump through several points including the Mask attribute on the tunnelStencil node and the Bump Depth on the tunnelBump node. you have agreed to the terms and conditions which can be found in the setup. . There are several techniques used in this shader to achieve the look of a bumpy slimy surface.IPR Questions? visit www.aliaswavefront. pipes and walkways hidden 18 A Taste of Maya January 2000. All rights reserved. Adjust the Specular Color from the Color Balance > Color Gain on the tunnelBrownian node. The way in which this surface treats specularity defines much of it’s look.com/tasteofmaya 5 Tune the Tunnel Highlight Using the same workflow as above. I I IPR view of tunnel hi-lite. select and tune the tunnelWallBlinn material. By using this tutorial. Alias|Wavefront. This material is connected to the tunnel surfaces and contains some more interesting applications of textures and material.
Use this method to test 3D motion blur. you have agreed to the terms and conditions which can be found in the setup. By using this tutorial.Questions? visit www.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. Render an IPR deep raster file and get fast interactive update on each tweak. Regardless of the horsepower available to do the final render waiting to see the results of a complex and interdependent shader or lighting setup can be painful. lights. turn these back up to around 80 for a smooth render of the depth map fog shadows. You can also open the pipeSystemFinish.com/tasteofmaya IPR Finished Render of All elements 6 Render a Finished View Now that you have tuned some of your scene it is time to render using the Render into Render View workflow. If you have turned down your Fog Shadow Samples attributes on your shadow casting lights. CONCLUSION The fastest part of a renderer is how fast a user can make a decision about their scene. at the critical period when you are just getting started. Render into Render View your selected camera then test regions after each tweak. This greatly increases your job turn around and quality tests up-front. Use this method when you are tweaking shaders. Alias|Wavefront. You may want to work with the attributes in the Render Globals window to increase anti-aliasing. a division of Silicon Graphics Limited.mb file which has had these settings adjusted for Production Quality. Check to see how your IPR edits stand up to the final render. All rights reserved. depth map shadows. By seeing the adjustment in real-time or close to real-time you will be making fewer test renders especially. 2. Test rendering in Maya can be done by two methods: 1. January 2000. raytraced shadows and refractions are coming out. shader glow. lighting glows and optical fx like lens flare as well as 2D motion blur. A Taste of Maya 19 .aliaswavefront. If you are testing Ray Traced renderings you will use this method to see how reflections.
aliaswavefront. 20 A Taste of Maya January 2000. But together they provide very accurate and fast feedback on the final look of your scene.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM. By using this tutorial.IPR Questions? visit www. Alias|Wavefront. you have agreed to the terms and conditions which can be found in the setup. .com/tasteofmaya Both of these methods have their strengths and weaknesses. All rights reserved. a division of Silicon Graphics Limited.
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