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OptionDescription
Render_________________Renders the layers of images as specified by the Displays Output: Image Layers (AOVs) group of rendering attributes.
Export RIB File OnlyInstead of rendering the images, the renderer will export exports everything to one or more RIB files suitable for rendering the images at a later time.
Export RIB Archive OnlyThe scene will be exported to one or more RIB archives that can be read later by a RIB Archive Node in this scene or another one. Advanced options can be specified in the RIB Archive group of rendering attributes. (Refer to RIB Archive Guidelines for examples on how to use this option).

Export RIB File and Render*

*Option offered as part of the
3Delight Studio Pro package.

This mode will export exports everything to a RIB file and then invoke the standalone ‘renderdl’ program to render it in a background process. This means that once the RIB file is saved, the rendering is done using a completely separate and independent process from Maya. The log output of the renderer is saved into a log file named after the RIB file with a ‘.log’ extension. The images outputted by ‘renderdl’ are the same as if selecting Render for the Render Mode (i.e. the images are outputted as specified by the Displays group of attributes). Note that in this mode, those images can not be outputted to the Maya Render View.

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Specifies the rendering engine to use for rendering. The available options are the 'REYES' based algorithm and 'Path Tracer' (default) for the ray tracing based algorithm . A discussion of and the 'REYES' based algorithm. Refer to the Pros and Cons of each is presented in the last section of this pageof Path Tracing vs REYES for a discussion of the advantages of each options.

Progressive Refinement

This option is only available when using the 'Path Tracer' Render Engine. When this toggle is turned on, the rendering rapidly shows a coarse image and then refines it progressively until completed. This option is effective only for images outputted directly to a window on screen (i.e. to the Maya Render View or to 3Delight i-Display). During batch rendering (i.e. when using Maya Batch) this option is ignored. Note that this is not required when rendering in Maya IPR, which is progressive by nature and support dynamic edits of materials, lights and cameras.

Warning

Progressive Refinement has a slight overhead in the order of 5-10%, depending on scene complexity and also produces images that may contain more noise / fireflies, therefore it should not be used for final renderings. Make sure to deactivate progressive refinement when rendering final frames submitted via RIB or with Maya runtime (as stated above, when using Maya Batch, progressive is always ignored).

Warning

When using Progressive Refinement, the Filter Type and Filter Width attributes (specified in the Quality group of rendering attributes) are ignored. A Box filter with a width of 1 is used instead. Because of this, your image rendered with this option may differ slightly from your final render using Maya Batch.

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Specifies the name of the RIB file to save. If this attribute is empty when the Render Mode is set to export to a RIB file, a decent default name is automatically generated. If the Animation attribute is set to 'on' (see the Output: Frame Range group of attributes) and the RIB Filename remains the same for a series of frames, the RIB file will contain the data for every frame in the frame range. To save into separate files for each frame, the '#' frame number token must be inserted in the RIB Filename. See File Path Expressions for details on how it is possible to construct relative paths and / or paths containing dynamically expanded tokens.

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When this options is on, the RIB file will be saved in binary format, producing a smaller file. Turn this option off to produce a text RIB file, which is bigger but easier to read and edit. By default, this option is on.

Info
Binary RIB files are faster to output, faster to render and use less disk space.

Use Compressed RIB

This option controls if the RIB file will be compressed, producing a smaller file. By default this option is off. AnchorREYESvsPathTracingREYESvsPathTracing

Pros and Cons of REYES vs Path Tracing

REYES

Pros:

  • Extremely efficient rendition curved surfaces of average to large size; that is surfaces covering more than a few pixels on the image.
  • High quality motion blur and depth of field are extremely fast. This is because the shading calculation is decoupled from hiding calculation.
  • Displacements are rendered at a lesser cost than in path tracing (micro-polygons).
  • Efficient at rendering fluids because of screen space under-sampling.
  • Performance almost independent of oversampling (pixel samples). This makes it easy (and fast) to render images without noise and without aliasing.

Cons:

  • Looses performance when rendering densely tessellated geometry.
  • Not suited for rendering scenes with high "pixel complexity" (e.g. a crowd seen from afar).
  • Motion blur shading is only an approximation. For example, a spinning wheel will have its specular highlight blurred along with other details on the wheel, whereas the highlight should remain sharp.
  • Takes more memory when used alongside ray tracing (for GI for example). This happens because we need ray tracing structures alongside REYES structures.

Path Tracing

Pros:

  • Good at rendering densely tessellated geometry and dense scenes (forests, crowds, etc).
  • Massive instancing allows for memory efficient rendering of trees/crowds and other redundant scene elements.
  • Shading is usually sharper because shading is performed at each sub-sample (and not per pixel as in REYES). Although it is possible to make REYES shaper by increasing the Shading Rate, it is usually not done (as it affects performance). Whereas the Path Tracer do not have options to reduce the shading rate.
  • Scales better than REYES with increased number of cores.

Cons:

 

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