Overview of Render Passes
- Overview of Render Passes
- Troubleshooting Render Passes in Maya 2016
- ambient occlusion
- z depth
- refraction matte
beauty = diff + ind + spec + refl + refr + trans
Final color computed by mental ray for Maya.
Diffuse shading of material.
Indirect lighting from final gather, global illumination, and caustics.
Specular shading. The specular component is modulated differently depending on the type of material associated with the object. For example, Phong, PhongE, Blinn, and Anisotropic materials produce specular contributions differently.
Reflection results. Includes self-reflection, primary reflections, secondary reflections and environment reflections.
Refraction results. Includes self-refraction, primary refraction, and environment refraction.
Back shading contribution revealed on the front surface.
After Effects Workflow with OpenEXR Passes
1. Associate Render Passes with OpenEXR format in Maya
2. Import OpenEXR sequence into Maya
3. Effects > 3D Channel > EXtractoR
4. Associate Ae layer with appropriate pass
5. Add passes together
* File > Project Settings
1. 32 bits per channel (float)
2. Working Space sRGB
3. checkbox on for Linearize Working Space
Setting Up Render Passes in Maya 2016 (no audio)
EXtractoR’ing Render Passes and Manipulating (no audio)
Color Correction Via Garbage Masks (no audio)
Troubleshooting Render Passes in Maya 2016
Legacy Support in Preferences
To access the Render Settings support of (mia_material_x_passes) Render Passes:
Windows > Settings/Preferences > Preferences
Click on the Rendering category on the left, and ensure that “Show Maya Legacy Passes” is checked
Passes Tab in Render Settings
The Render Settings will now include an additional tab for Passes
To Create Render Passes
- In the Render Settings Passes tab, at the top, ensure that you are set to the correct Render Layer and Renderer
- In the Scene Passes area at the top, select the Create New Render Pass icon to individually call up render passes that you plan to use
- To associate a particular render pass to the currently selected Render Layer, select it from the Scene Passes list and move it down to the Associated Passes list