You can set the following
preferences in the Rendering category of the Preferences window.
Rendering
- Preferred renderer
-
You can select your preferred renderer. This
is the renderer that Maya resets to when you create a new scene
(
File > New Scene)
or when you start Maya. This can be one of Maya
Software, Maya Hardware, Maya
Vector (if loaded), or mental ray (if loaded).
- Render view image format
-
Select
between 8-bit integer and 32-bit
floating-point (HDR) image buffers in the
Render View.
Select this option if
you are using an output device that can display HDR color values,
or if you want to apply color management inside the Render
View window. For more information, see
Displaying HDR images in the Render View.
Mental Ray Preferences
- Use Maya-style alpha detection
on file textures
-
If a file texture is mapped to the
transparency attribute of a shader, and there is no alpha channel
in the texture, then, if you render with mental ray, your final
rendered image will contain no transparency. This behavior is unlike that
of the Maya Software Renderer, which, when
there is no alpha present, calculates the luminance in lieu of transparency.
If you are using the mental ray for Maya renderer, and you would
like to use luminance as your alpha channel, enable this option.
Note
- Enable this attribute for backwards compatibility.
- This is a global setting and affects
all file textures in the scene. In order to control the alpha for
each texture, enable Alpha is Luminance under the Color
Balance section of the file node in the Attribute
Editor.
- Delete history on render
proxy updates
-
Select
this option to delete the construction history when you update your
render proxy file.
NoteWhen this option
is enabled, all construction history for the node is deleted. This includes
the transformGeometry nodes that are created when your render proxy
is updated, as well as any construction history on your placeholder object,
for example, a polySplit node or a polyExtrudeFace node.
- Use optimized textures (auto-conversion)
-
Enable
this option to convert textures in your scene to an optimized format
(.map) to increase rendering efficiency.
This feature converts all textures referenced in the Maya scene
to an optimized file as a pre-render process. The original textures
are substituted with the new tileable files during the render process.
The file texture nodes in the scene remain untouched and still use
the original textures such as bmp and tga. This feature is off by default.
- Optimized textures location
-
By
default, the textures are stored in the cache at sourceimages/cache in the current project directory.
However, you can also choose to save textures to a custom location.
NoteThe conversion process
only occurs once for each scene file, unless the time and date of
the source image has changed, in which case, the conversion process
occurs again.
- Custom Location
-
You can add the <scene> flag to append
the scene name to your directory path or file name. This field also
supports environment variables.
For example, if you have
an environment variable $MYCACHE=C:\mycache, then $MYCACHE/<scene>
causes Maya to expand both $MYCACHE and <scene> to create
the custom location. If the expanded customer location does not
exist, Maya automatically creates it.
- Conversion Mode
-
Select between two modes: converting only assigned
textures or all textures. Only assigned textures are texture nodes
which are connected to a shading network that is assigned to at
least one object in the scene.
- Update optimized cache
textures now
-
In
most cases, conversion to optimized format occurs at render time.
However, if there are a large number of files, or, if you are working
with a render farm, then you can convert all textures at once by
using the Update optimized cache textures now button.
WarningThe set local flag
for textures is ON when using optimized textures. Therefore, if
you are using standalone or satellite rendering, converted images
must be accessible from every machine. For best performance, it
is recommended that you copy the images to every machine.