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#1 2015-11-23 09:54:16

admin
Administrator
Registered: 2014-07-29
Posts: 123

How to prepare a scene for rendering (general guidelines)

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 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 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\ -  otherwise they can be rendered with missing textures.

  • 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 "name.#.xxx" (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. Frame format 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" 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 not common 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 the 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

  • 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 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. 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, 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

  • Render elements - if they are used, all of them should be in correct setup! We are not chainigng 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 - 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 these 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

Version 003

Last edited by admin (2017-04-08 07:36:30)

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