View Full Version : maya 2010 render passes HELP!
14-05-2010, 08:31 AM
im using maya only from this year, and now i want to render my first 10 sec animation. I have little problems:
I rendered a 720x400px frame:
- in EXR file, with 8 passes. It took 40 min.
- the same settings in TGA format without passes, it took 6 min.
Is it normal? Only the output format and number of passes were different. I think rendering with passes dont increase render time.
Thanks for helping.
14-05-2010, 04:15 PM
Are these render passes that you have setup yourself or are you just using the output passes? Judging by the render times I would say it is calculating every pass. One way to tell is to open your script editor and watch what it outputs as your file renders. Also, what passes are you outputting?
16-05-2010, 08:44 AM
I used "simple" render passes (from Render Settings/Passes), like diffuse, specular, AO, etc. I´m gonna try further.
17-05-2010, 08:25 PM
I haven't used the simple render passes before. I do know in RenderMan if you use output passes it does not cost any extra render time. That doesn't really help your situation but I figured I would let you know.
18-05-2010, 02:26 PM
Renderman? Good for you :)
19-05-2010, 10:21 PM
Pavel's p_MegaTK shader (http://www.puppet.tfdv.com/tutorials/howtomegatk_e.shtml) should do the trick. Might also want to check out DeexFastBuffersOutput (http://forums.cgsociety.org/showthread.php?f=87&t=828928) which builds upon (and requires) p_MegaTK allowing quick output buffers from specified MR shaders (mia_material_x or mia_material_x_passes or mi_car_paint_phen_x or mi_car_paint_phen_x_passes or mi_metallic_paint_x or mi_metallic_paint_x_passes or misss_fast_shader_x or misss_fast_shader_x_passes shader).
20-05-2010, 07:45 AM
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