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  1. If the rendered pass has a collection specified in its Collection to Render attribute (in the Render Sets section of the Scene Elements group of rendering attributes)  and and the collection has a Maya Hypershade Shader or a compiled RenderMan shader (.sdl) specified in "Override ShadersAssignements", then use it.
  2. If the Render Pass has a collection specified in "Render Set" and the object has a RenderMan shader specified Maya Hypershade Shader or a compiled RenderMan shader (.sdl) specified in "Collection ShadersAssignements" for the same collection, use it.
  3. If the object has a RenderMan shader specified in "Object ShadersAssignements", use it.
  4. Use Maya’s Hypershade network as the shader. This is what will happen when rendering a Maya scene that has no passes.

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