Find this section in each render layer’s Attribute Editor. Right-click the desired layer and select Attributes from the right-mouse menu to display the render layer’s Attribute Editor.
Converts the selected layer into a Global layer. A Global layer is a render layer that does not have membership. Instead it contains all the objects in the scene. By converting a layer into Global, all the objects in your scene automatically appears in the layer.
A sample application of this attribute is if you have created a model and wanted to test different colors for the model. For example, if you have modeled a car, and wanted to test out different colors of paint, you can create five global layers, and in the Attribute Editor for the shader, override the color attribute for each paint color and then batch render all layers.
Render layer index number. Use this attribute to merge layers when importing files with render layers. You can choose to merge by layer name or layer number. Set your layer number in this field.
You can also merge layers when importing files with display layers. See Display Layer editor in the Basics guide for more information.
Turns on motion blur for the surface. You must also turn on Motion Blur in the Render Settings window.
When on, the surface overrides the global shading sample settings in the Render Settings window.
Sets the minimum number of times Maya samples each pixel. For example, if set to 1, Maya samples each pixel once; if set to 8, Maya samples each pixel 8 times. The number of shading samples taken per pixel is limited by the number of visibility samples performed by the Edge Anti-Aliasing computation. So, if you use Medium Quality (which performs 8 visibility samples per pixel), you cannot get more than 8 shading samples regardless of the Shading Samples attribute setting.
Since Shading Samples computation is very expensive, you should try adjusting the Max Shading Samples first. See Max Shading Samples.
Sets the maximum number of times a pixel is sampled during the second pass of a Highest Quality render (adaptive shading pass). The higher the number, the longer the rendering takes, but the more accurate the resulting image is.
Max Shading Samples has an effect only when used in conjunction with Highest Quality edge anti-aliasing. Also, depending on the requirements to compute an accurate solution, the number of Shading Samples taken can be less than the number of Max Shading Samples.
Render Pass Options (legacy for mental ray)
For a description of each render pass, see Render passes.
mental ray (legacy for mental ray)
Select this option to render a global illumination pass for this layer. For more information on global illumination, see Global illumination.