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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.