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 Sample workflow for multi-render passes

mental ray for Maya rendering

Set scene options
 
                
               
             
             
            
            Exporting the multi-render passes for compositing
                  in Toxik
          
       
       
       
       
      
      After
         setting up your render layers and creating your render passes in
         Maya, you may want to export your elements to be composited in Toxik. 
      
      
         - Select Render
               > Export Pre-Compositing. The Export
               Pre-Compositing window appears.
         
- The Export
               Pre-compositing editor is divided into three tabs: Cameras, Render
               Layers and Render Passes.
            Select the appropriate tab depending on the elements that you want
            to export.
         
- Use
            the  icon
            to expand the render layer, render camera, or render pass hierarchy
            and select the elements that you want to export. A icon
            to expand the render layer, render camera, or render pass hierarchy
            and select the elements that you want to export. A icon
            indicates that all elements are being exported and A icon
            indicates that all elements are being exported and A icon
            indicates that only partial elements are being exported. icon
            indicates that only partial elements are being exported.
- Enter
            a scene anchor name in the Pre-Compositing Scene
               Anchor field. Toxik uses the scene anchor name to identify
            the elements that should be included in the composite. If a composite
            with the specified anchor name does not exist, Toxik builds a new
            one and adds to it all the elements with the same scene anchor.
            Otherwise, if the composite already exists, it is updated and all
            elements with the same scene anchor are included in the composite.
            NoteUnlike the scene name, which can change,
                  for example, from version one to version two, the scene anchor does
                  not change. It uniquely connects a Maya scene to a scene composition
                  in a Toxik project. All elements that belong to the same composite,
                  for example, cameras, render passes, render layers, and so forth,
                  should have the same scene anchor. A scene anchor is only required
                  if you plan to updated your scene compositions in Toxik. 
                
- Click
            the Export All or Export
               Selection button to export your render layers, passes
            and cameras to Toxik. The Export PRECOMP file window
            opens that allows you to enter a filename for your exported file.
         
NoteBefore exporting to Toxik, ensure that all
            your scene elements are named correctly. Avoid renaming elements
            (for example, a camera name or a render pass name) halfway through
            your workflow. Toxik does not recognize the renaming of scene elements,
            since renamed elements are flagged as new elements to be inserted
            in the compositions. Therefore, if your composition contains old
            and new elements, you are responsible for cleaning up your composition
            after an update. For example, if you export for the first time with
            camera1 and then change your camera name to camera2 and export again,
            Toxik does not update the camera in the composite from camera1 to
            camera2. Instead, your composite now contains two cameras: camera
            1 and camera 2.
         
      Using templates with the pre-compositing workflow
         
         You can also create a template that instructs
            Toxik on how to update the composite. A template is a Toxik precomp
            file with nodes that contain anchor information. For example, if
            you have 15 passes in your scene, but only 2 of the passes are blended
            together in the template, then only these 2 passes are blended together
            in your composite. Specify a template for each layer using the Render
               Settings window, Passes tab.
            When Toxik sees the template, it duplicates it, and then looks for
            the elements with specific anchors (render layer/camera/render pass
            anchors). 
         
         Create
            and use a template with the pre-compositing workflow
         
         
            - Create
               a template by exporting your scene elements to Toxik. A composite is
               created. 
            
- Add
               compositing operators, such as blend and comps or math compositing
               nodes, to the composite and save it as a .txcomposition template
               file.
            
- Use
               a different template for each render layer. Select a render layer
               and open the Render Settings window, Passes tab.
               Enter the template in the Pre-Compositing template
                  for attribute. Repeat for each render layer. 
            
- Select Render
                  > Export Pre-Compositing to export the scene elements
               to Toxik.
            
File formats supported by Toxik
         
         Refer to the following table for list of file
            formats that Toxik supports, as well as their supported bit depths.
         
            
               
                  
                  
                  
                  
                     | Format | File Extnesion | Supported bit depths for imported files | 
                  
                     | Bitmap | .bmp | 8 | 
                  
                     | Cineon |  | 10 | 
                  
                     | DPX | .dpx | 8, 10, 16 | 
                  
                     | HDR | .hdr | 32 | 
                  
                     | IFF | .iff | 8, 16, 32 | 
                  
                     | JPEG/JFIF | .jpg, .jpeg | 8 | 
                  
                     | OpenEXR |  | 16 bit float, 32 | 
                  
                     | Photoshop | .psd | 8, 16 | 
                  
                     | PICT | .pict | 8, 16 | 
                  
                     | PNG | .png | 8, 16 | 
                  
                     | QuickTime | .mov |  | 
                  
                     | SGI | .sgi | 8, 16 | 
                  
                     | RGB | .rgb | 8, 16 | 
                  
                     | Targa | .tga | 8, 16 | 
                  
                     | TIFF | .tif, .tiff | 8, 16, 32 | 
                  
                     | Softimage | .pic | 8 | 
                  
                     | RLA | .RLA | 8, 16 | 
               
            
          
         NoteBit depths 8, 10, and 16 are integer unless
               otherwise indicated. Bit depth 32 is float.