Week 5: Render Passes

Overview of Render Passes



Lighting Terms

  • beauty
  • diffuse
  • refraction
  • reflection
  • specular
  • ambient occlusion
  • z depth
  • refraction matte
  • cubic
  • quadratic
  • linear
  • normals





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



Reference Videos

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

Preferences > Rendering > Show Maya Legacy Passes



Passes Tab in Render Settings

The Render Settings will now include an additional tab for Passes

Render Settings Passes

To Create Render Passes

  1. In the Render Settings Passes tab, at the top, ensure that you are set to the correct Render Layer and Renderer
  2. 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
  3. 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
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