Generate IFF files with Maya
 
 
 

Rendered images can be saved as IFF files. These IFF files have RGBA data with no depth map, by default. For example:

Rendered images

  1. Load a scene, such as cone.ma
  2. Switch to rendering mode, and select Render into new window from the Render menu.
  3. When the render has finished, use to click the image and select Save image from the Images menu.
  4. Enter a file name in the file browser. The output image should look like cone.iff:

Shadow maps

Light sources in Maya can read and write shadow maps. These shadow maps are stored as a depth map in an IFF file. The depth map may be either a traditional Z buffer or a midmap. The stored value for a midmap is half of the distance between the first and second surfaces. Midmaps reduce the number of incorrect self shadowing occurrences.

Different light sources produce different shadow maps. A spot light subtending an angle below 90 degrees will produce one shadow map. If the subtended angle is greater than 90 degrees, it will produce five shadow maps - one central and five peripheral. A point light will produce one shadow map in a simple scene, and up to six shadow maps in more complicated scenes.

Try the following example:

  1. Load a scene with a light in it, such as torusShadow.ma
  2. Select the light and open the Attribute Editor.
  3. Expand the Shadows section.
  4. Check the Use depth map check box in the Depth Map Shadow Attributes section.
  5. If you want a midmap, check the Use Mid Dist Depth Map check box in the same section.
  6. Check the Write shadow map check box in the same section. Enter a file prefix in the Depth map name text field.
  7. Render a scene.
  8. You should now have one file*, each beginning with the prefix selected in step 6. The suffix will be the name of the light source and then the type of shadow map generated. For the torusShadow example, you should have one of two images, shadowmap_pointLightShape1_int.SM.iff or shadowmap_pointLightShape1_int.MIDMAP.SM.iff, depending upon your choice in step 5.