Showing posts from December, 2009
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.