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Showing posts from December, 2009
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IXNAY ON THE RENDER PASS OCCLUSION RAY

Alright, the problem with maya's built in ambient occlusion render pass is that it offers no control over it! It's just a blanket setting that eats up render time like mad. It's about 5 times slower than setting up the mib_amb_occlusion node to a surface shader. Lame I say!

So keep with the method of setting up a render layer, piping the outValue of the occlusion node to the outColor of a surface shader. Assign it to all that needs occlusion in that render layer (play with samples value until you get a nice result) and render. Way faster.
Consistent MR mem crash tip

Whilst batch rendering a sequence I often find my render queue cut out on a certain frame. When I open it in Maya and try and render that frame, Maya will cut out and crash as well.
The Culprit:
MR approximation editor min/max subdivisions set too high. Lower that tesselation down and MR should be able to chew it.