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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 the collection has a Maya Hypershade Shader or a compiled RenderMan shader (.sdl) specified shader specified in "Override Assignements", then use it.
  2. If the Render Pass has a collection specified in "Render Set" and the object has a Maya Hypershade Shader or a compiled RenderMan shader (.sdl) specified shader specified in "Collection Assignements" for the same collection, use it.
  3. If the object has a RenderMan shader specified shader specified in "Object Assignements", 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. 

Collections are a powerful tool in multi-pass rendering. Say that you have a specular and a diffuse pass, in the specular pass you want to use a Phong shader and in the diffuse pass you want to perform some “ambient occlusion”. You can achieve this by following these steps:

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