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OptionDescription
Render_________________Renders the layers of images as specified by the Output: Image Layers (AOVs) group of rendering attributes.
Export RIB File OnlyInstead of rendering the images, the renderer 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 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 'Path Tracer' (default) for the ray tracing based algorithm and the 'REYES' based algorithm and. A discussion of the Pros and Cons of each is presented in the last section of this page.

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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.

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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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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.

Anchor
REYESvsPathTracing
REYESvsPathTracing

Pros and Cons of

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Path Tracing vs REYES

Path Tracing

Pros:

  • Efficient 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 avoided (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.

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  • Extremely efficient rendition curved surfaces of average to large size ; that is surfaces — 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.
  • Efficient rendering of millions of particles.
  • Performance almost independent of oversampling (pixel samples). This makes it easy (and fast) to render images without noise and without aliasing.

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