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#1 2016-01-10 18:25:34

Registered: 2016-01-07
Posts: 29

Preparing a scene for rendering (legacy workflow)

These are the guidelines for sending your render project to us manually (without using the MayaBeamer plugin).
We strongly recommend using our MayaBeamer plugin as it solves most of these issues, and does most of those actions instead of the user.
However, in case our plugin does not support your render project or for any other reason you can't or don't want to use it, this is the alternative workflow.

  • Scene file - should be saved in Maya 2010 - 2017. We do support .mb (Maya binary) & .ma (Maya ascii) files. Also, we can render scenes prepared on Mac or Linux OS, however those scenes should be saved in .ma format so we can relink all paths with to our local network drive.

  • 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 scene references. All scenes should be saved in  \PrjFolder\scenes\ . Please try to avoid textures saved in different paths than defined in Project folder settings.

  • Scene references - if there are any, they should be merged to one file. If Scene references cannot be merged, please be sure that all used assets have correct paths  to \ProjectFolder\.

  • Render layers - all layers that are meant to be rendered need to have a valid renderable camera set. We are not editing scenes & turning on/off render layers. Also file name prefix options should be prepared as "<RenderLayer>/<Camera>/<RenderPass>";. Name suffix should be "" (for eg. Scenename.0001.jpg). Any other file saving options can cause issues during network rendering & progress checking process. Please avoid name suffix with .# at the end. Image format exntension should be always after frame number

  • 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 multiple machines rendering in both render engines - Mental Ray & Vray. If you are not sure about GI setup - please contact us. Arnold renderer is using "Brute  Force" method, 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 an uncommon add-on we may need some time to run test with plugin & our network rendering system

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

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

  • Switches - for VRay render engine - in render settings / common tab:
    "Don't save image (ignored in batch mode)- OFF ,
    "Animation" - ON (if scene is animated, not still shot) + correct frame range setup in "start frame / end frame".
    By frame" value should be set to 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.
    "Settings" tab - "Use distributed rendering"  - OFF
    "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

  • Render elements - if they are used, all of them that should be rendered should be enabled! We are not changing scene setups and if any of render elements is missing during 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 "Render.exe" - not Maya.exe or any other GUI setups so if there will be "errors" in Maya script editor - scene can cause problems with rendering.  "Warning" issues in most cases are just info about non-critical issues so if they are not important we will ignore them in rendering process. We are saving Maya log file (to .txt) in \Scene_name-log\ directory so if you want/need to check render time & scene warnings info feel free to download these files

  • Scene name, asset and output paths should not contains any special characters like / \ " % # ?, etc

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

Version 005

Last edited by darek (2017-04-10 13:11:40)


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