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#1 2015-11-12 10:56:34

Registered: 2014-07-29
Posts: 127

How to prepare scene

When rendering it is normal that something could go wrong, but if you follow these simple rules you increase your odds of avoiding issues by quite a margin.

  • Scene file - should be saved in Maya 2010 - 2015. We are supporting as well .mb (Maya binary) & .ma (Maya ascii) files. Also, we can render scenes prepared on Linux system, however this scenes should be always saved in .ma format. We will re-direct all paths with "//" to our local network drive using Windows friendly paths system

  • Project folder - this feature should be ALWAYS used. All paths to \Prj_folder\ should be prepared and setup in scene. There cannot be any missing assets or sub-scenes. All scenes should be saved in  \PrjFolder\Scenes\ etc. Please try to avoid mess with "20 subfolders" or scenes & textures saved in different paths than defined in Project folder settings. Each of this setups can cause a lot of problems with network rendering!

  • XRefs - if there are any, they should be merged to one file. If x-refs (or "reference scenes") cannot be merged, please be sure that all used assets have got good paths  to \ProjectFolder\ -  otherwise they will be rendered with missing textures (or any other addons)

  • ABC - alembic - we are supporting alembic type of files, however this assets cannot be relinked so please be sure that they have got correct paths in Maya scene

  • Render layers - if more than 1 default ("beauty") render layer is used & needed as output - all settings should be prepared with correct way (render layer "on" as render output etc). We are not editing scenes & turning on/off render layers. Also file name prefix options should be prepared as " <Scene_name>\<Scene_name>_<Render_Layer_name>. Name suffix should be setup with "" (for eg. Scenename.0001.jpg). Any other file saving options can cause issues durning network rendering & progress checking process. Please avoid name suffix with .# at the end. Frame format should be always after frame number

  • Stereo camera - we can render stereoscopic 3d cameras with no problems, however if you are using this feature - scene will be splitted for 2 sub-scenes - Left & Right. Each of them will be  rendered as separated render-job

  • Viewport & save - render camera should be selected as well in render settings and viewport. Viewport  should be maximized with render cam. Shading details should be switched to "box" without any shading abilities.  Please turn off any kind of GPU interactive render preview

  • GI setup - should be prepared for multi - machines rendering in both render engines - Mental Ray & Vray. If you are not sure about GI setup - please contact with us. Arnold renderer is using "Brute  Force" technique, so Arnold scenes don't have to be cached before rendering on multiple machines

  • Plugins - we are supporting quite a lot of Maya plugins, however if you are using some untypical add-on, we may need some time to run test with plugin & our network rendering system

  • Yeti - we are offering full support for Maya & Yeti hair render system. If you are using this plugin - please make cache file, and connect it with correct path (\PrjFolder\Yeti_cache\) to scene. If you want to make Yeti cache on our side - please contact with us

  • Switches - Distributed rendering, Low thread priority, Render region - should be off (VRay render engine)

  • Animated textures  -  animation files (avi/mp4/etc) are not good option for animated textures, also .mov files cannot be used. Please make frame sequence (jpg\png or so) and connect as image sequence

  • Multiple camera - if this feature is used, scene will be splitter (one scene = one camera)

  • Switches - for VRay render engine - in render settings / common tab - OFF - "Don't save image (ignored in batch mode", "Animation" - ON (if scene is animated, not still shot) + correct frame range setup in "start frame / end frame". By frame value should be 1.000. Resolution & render camera - should be selected with correct values / options. "Use VRayFB" - ON. Hide render view - "OFF", "Disable region rendering in batch mode" - OFF (if render region is not used!). "VRay" render settings tab - "Don't render final image" - OFF. "Indirect Illumination" - if LightCache is used, "number of LC passes" should be  = 0. Any other setup will cause low cpu cores usage durning LC calculations and can increase GI calculation times!. "Settings" tab - "Use distributed rendering"  - OFF - we are using our custom network rendering software, do VRay spawner or any other distributed rendering options provided by Autodesk are not supported. "Low thread priority" - OFF

  • MEL / Python callbacks - if scene is not using any kind of additional MEL/Python scripts / plugins all fields should be empty

  • Translator - should be setup ONLY in "Render" option ON. We are not supporting .vrscene files or any other extensions here!

  • Render elements - if they are used, all of them should be in correct setup! We are not chaining scene setups and if any of render elements is missing durning rendering process, will be re-rendered & billed as separated render-job. In render elements settings - "Separate folders" switch should be off

  • Maya script editor - Please try to avoid "errors". We are rendering using "mayabatch.exe" - not Maya.exe or any other GUI setups so if there will be "errors" in Maya script - scene can cause problems with rendering.  "Warning" issues in most cases are just info about some setups so if they are not important we will ignore them in rendering process. We are saving Maya log file (to .txt) in \Scene_name-Renders_LOG\ directory so if you want / need to check render time & scene warnings info feel free to download this files

  • Scene name, output paths should not contains any untypical characters like / \ " % # ? or any similar to

Remember that we are here to help you so if you are not sure about something just ask us

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