Window > Rendering Editors > Hardware Render Buffer (in
Hardware Render Buffer window) Render > Attributes.
Image Output Files
- Filename
-
The
base name for all hardware rendered image files. The default file
name is im.
- Extension
-
The format of the extension(s) added to the
base name for all rendered image files. Options with ext include the Image Format in the
extension. The default setting is name.001.
- Start Frame, End
Frame
-
The first and last frame to
render. The default value for Start Frame is
1. The default value for End Frame is
10.
- By Frame
-
The
increment between frames you want to render. For instance, if By
Frame is set to 1, the Hardware Render Buffer renders
frames 1, 2, 3, and so on. If set to 2, it renders 1, 3, 5, and
so on. The default value is 1.
- Image Format
-
The format for saving hardware
rendered image files. The default setting is Maya IFF.
- Resolution
-
The resolution of hardware rendered image
files. Click the Select button to select a preset
image resolution.
- Alpha Source
-
The type of alpha information saved
with the hardware rendered images. Alpha information represents
the opacity of each pixel, and is used for compositing images using
compositor software. (Alpha information is also referred to as alpha
channel, mask, matte, or alpha buffer.) If you do not plan to composite
hardware rendered images, set Alpha Source Off.
The default setting is Off.
- Write ZDepth
-
If Write ZDepth is
on, the hardware rendered contains depth information (the distance
of objects from the camera). Write ZDepth is
off by default.
TipDepth information
is sometimes necessary when compositing images (for example, compositing
hardware rendered particles that pass behind a software rendered
transparent object). If you do not plan to composite hardware rendered images,
or do not require depth information for compositing, turn off Write
ZDepth.
Alpha Source table
Off |
Alpha information is not included in hardware rendered
images.
|
Hardware Alpha |
Assigns each pixel an alpha value based on its opacity,
regardless of its brightness or color. The more opaque a pixel is,
the more opaque it appears in the image’s alpha channel.Setting Alpha
Source to Hardware Alpha only has an
effect if your computer has a hardware alpha buffer. If it does
not have a hardware alpha buffer and you set Alpha Source to Hardware
Alpha, the alpha channel of hardware rendered images is fully opaque.
|
Luminance |
Assigns each pixel an alpha value based on its brightness.
The brighter a pixel is, the more opaque it appears in the image’s alpha
channel.
|
Red Channel |
Assigns each pixel an alpha value equal to the value
of its RGB red component. The higher a pixel’s red value is, the
more opaque it appears in the image’s alpha channel.
|
Green Channel |
Assigns each pixel an alpha value equal to the value
of its RGB green component. The higher a pixel’s green value is,
the more opaque it appears in the image’s alpha channel.
|
Blue Channel |
Assigns each pixel an alpha value equal to the value
of its RGB blue component. The higher a pixel’s blue value is, the
more opaque it appears in the image’s alpha channel.
|
Clamp |
Assigns each rendered pixel an alpha value of 1 (fully
opaque), and each unrendered pixel an alpha value of 0 (fully transparent).
|
Inverse Clamp |
Assigns each rendered pixel an alpha value of 0 (fully
transparent), and each unrendered pixel an alpha value of 1 (fully opaque).
|
Render Modes
Lighting Mode
Controls how objects are lit during
hardware rendering. The default setting is Default
Light.
- Default Light
-
A default directional
light illuminates the scene in the direction that the camera faces.
- All Lights
-
The lights in the scene
(up to a maximum of eight lights) illuminate the scene.
- Selected Lights
-
The lights in the scene
that you’ve selected (for example, in the Outliner) illuminate the
scene.
Draw Style
Controls how objects are hardware rendered.
(If Geometry Mask is on, Draw Style has
no effect.) The default setting is Smooth Shaded.
- Points
-
NURBS surfaces are rendered
as points evenly spaced along surface, polygonal surfaces are rendered
as points (corresponding to vertices), and particles are rendered
as points.
- Wireframe
-
Surfaces are rendered
in wireframe.
- Flat Shaded
-
Surfaces are rendered
as flat shaded polygons.
- Smooth Shaded
-
Surfaces are rendered
as smooth shaded polygons using a Phong material.
- Texturing
-
If on, textures are hardware rendered. Texturing is
on by default.
- Line Smoothing
-
If on,
sharp, jagged edges on surfaces and streaks on Streak or MultiStreak particles
are softened. Line Smoothing is off by default.
- Full Image Resolution
-
If
on and Resolution is greater than
the monitor’s resolution (the hardware rendered images cannot fit
on the screen), the Hardware Render Buffer divides
the image into tiles, renders each tile separately, then assembles
the tiles together when it saves the image to disk. If you are rendering
an animation, the Hardware Render Buffer displays
each tile as it renders it.
If off and Resolution is
greater than the monitor’s resolution, the Hardware
Render Buffer only renders the part of the image displayed
on the monitor.
- Geometry Mask
-
When off, surfaces are hardware rendered. When
on, Maya masks out all geometry by setting the mask values to 0.
Pixels of the rendered image belonging to any geometry have a zero
opacity in the image’s alpha channel. Geometry Mask is
off by default.
- Display Shadows
-
Turn
this on to display shadows from directional and spot lights for
geometry (NURBS, polygons, subdivision surfaces) and particles (points, multipoints,
and spheres only). This is available only when All
Lights or Selected Lights are specified
in the Lighting Mode drop-down list.
NoteThese hardware shadows
can be calculated and displayed on graphics cards with drivers that support
the ARB_multitexture and EXT_texture_env_combine OpenGL extensions (such
as graphic cards with Nvidia®GeForce®or Quadro GPU, or ATI Radeon 8800).
Multi-Pass Render Options
- Multi Pass Rendering
-
If
off, the Hardware Render Buffer renders
each frame using one pass. If on, the Hardware Render Buffer renders
each frame using more than one pass (based on the Render
Passes setting, next). This softens or blurs particles
with a MultiStreak or MultiPoint
Render Type. Multi Pass Rendering is
off by default.
- Render Passes
-
The number of passes the Hardware
Render Buffer uses to render each frame. The more passes
per frame, the greater the softening or blurring of particles with
a MultiStreak or MultiPoint
Render Type (and a longer rendering time). Render
Passes is only available if Multi Pass Rendering is
on. The default setting is 3.
TipIf the Motion
Blur value is greater than 0, set the Render Passes value
to at least the Motion Blur value minus 1.
For example, if the Motion Blur value is 4, set
the Render Passes value to at least
3.
- Anti-Alias Polygons
-
If
on, sharp, jagged surface edges are softened (anti-aliased) during
hardware rendering. This option only works if Multi
Pass Rendering is on and the computer hardware supports
anti-aliasing. Anti-Alias Polygons is off
by default.
- Edge Smoothing
-
Controls
how much sharp, jagged surface edges are softened (anti-aliased)
during hardware rendering when Anti-Alias Polygons is
on. The higher the value, the softer the edges.
Set Edge
Smoothing to 1 for clear, smooth edges. If Edge
Smoothing is too large (for example, 5), surface edges
are excessively blurred. An Edge Smoothing value
of 0 has the same effect as turning off Anti-Alias Polygons. The
default value is 1.
- Motion Blur
-
Controls how much objects are motion
blurred. The higher the Motion Blur value,
the greater the motion blur effect. A Motion Blur value
of 0 means no motion blur. A value of 0.5 means the shutter is open
for half the frame duration. The default value is 0.
TipIf the Motion
Blur value is greater than 0, set the Render
Passes value to at least the Motion Blur value
minus 1. (For example, if the Motion Blur value
is 4, set the Render Passes value to at least
3.)
Display Options
Controls which icons are hardware rendered,
and the background color for hardware rendered images.
- Grid
-
If on, the grid is hardware rendered. Grid is
off by default.
- Camera Icons
-
If on, any camera icons visible in the
Hardware Render Buffer are rendered. Camera Icons is off by default.
- Light Icons
-
If on, any light icons visible in the Hardware Render
Buffer are rendered. Light Icons is
off by default.
- Emitter Icons
-
If on, any emitter icons visible in
the Hardware Render Buffer are
rendered. Emitter Icons is off by default.
- Field Icons
-
If on, any field icons visible in the Hardware Render
Buffer are rendered. Field Icons is
off by default.
- Collision Icons
-
If on,
any collision icons visible in the Hardware Render Buffer are
rendered. Collision Icons is off by default.
- Transform Icons
-
If on,
any transform icons (from the translate, rotate, or scale tools)
visible in the Hardware Render Buffer are
rendered. Transform Icons is off by default.
- Background Color
-
The
background color for hardware rendered images. The default color
is black.
TipIf you plan to composite
hardware rendered images, set the Background Color to black.