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Overview

Using the Displays group of attributes the user specifies one or several layers of images to output simultaneously from the rendering process.  Each can be set to be displayed on screen (in a Windowwindow) or be saved to a file or both. By default, the Display group of attributes is setup to output only one image layer: the RGBA components representing the main image, also commonly referred to as the Beauty. And it is setup to be outputted to the Maya Render View.

It is possible to add any number of layers, each set to output any complementary values to the Beauty image. These are derived from variables computed inside shaders and are commonly called Arbitrary Output Variables (AOVs). Example of layers are: depth values associated to the Beauty image, original color of surfaces (without the effect of the lighting), the specular and diffuse shading components of the Beauty image. These layers can be useful for compositors to have many options while composing the final image. Refer to Display AOVs for further details on supported AOVs.

Layers can not only be generated using different AOVs, they can also be generated from different camera angles. This is very powerful for fast simultaneous multi-camera rendering (for 3D stereo for example).  Additionally, each layer can contain a different subset of the objects in the scene. These are more advance advanced options and are described in the Display Advanced Attributes.

Info

All the layers are rendered simultaneously. Adding many layers do not generally increase rendering time significantly. This is different and not to be confused with the 3Delight for Maya functionality of Render Passes. Those are processed sequentially and can produce totally different output from one pass to another.

 



The Displays group

 


Adding, Removing and Selecting Layers

Among the user interface items inside the Displays group of attributes, there are a few buttons and a popup menu that are useful to add and remove layers and select if they are active or not. Here is a description of their functionalities:

Info

In 3Delight for Maya, each layer of images is called Display. This is because in RenderMan, the output of the rendering is specified using RiDisplay tokens. In a future an up coming release, there will be changes and improvements to the user interface for this group of attributes and the Display labelling will be modified.

Add Display
Remove Display
Duplicate Display 

To add a display, click on the Add Display button. This will add a pane for that new display. Many displays (i.e. layers) can be added this way. The Remove Display button is presented as a trashcan inside each display pane. Click on it to remove a display.

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Info

Alternately, a display can be added by right-clicking almost anywhere over the Displays group of attributes and selecting Add Display in the contextual pop-up menu. Similarly, to duplicate a display, right-click on the display to be duplicated and select Duplicate Display.

The attributes for all the displays are presented in panes below the Add Display button. Here is an example of the Display group with three displays.


Render Primary

Specifies if the primary display is to be rendered. The primary display is always the display at the top of the Displays panel and this control is tied to the first display’s Active toggle (see below). Generally, the primary display is the Beauty image simply because it is where it is first placed by default. It can be useful to turn this option off when you only need to render one or more secondary displays (such as when rendering shadow maps). By default, this toggle is on.

Render Secondary

Specifies if the other displays than the first are to be rendered. This toggle will override the per-display Active toggle (see below). This control is on by default.

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Some image formats have specific requirements as to what bit depths are supported. Refer to Image File Formats.

 

 

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OptionDescription
8 bit integer _________________The image will use 8 bits integer values for each component, with values ranging between 0 (black) and 255 (white). This corresponds to a quantization of 0, 255, 0, 255 for zero, one, min and max, respectively, and a dither value of 0.5. This is the default value.
16 bit integerThe image will use 16 bits integer values for each component, with values ranging between 0 (black) and 65535 (white). This corresponds to a quantization of 0, 65535, 0, 65535 for zero, one, min and max, respectively, and a dither value of 0.5.
16 bit floatThe image will use 16 bits float values for each component. Currently, only the ‘exr’ driver supports this format. This corresponds to a quantization of 0, 0, 0, 0, and a dither value of 0 (identical to ‘32 bit float’); the display driver receives a pixel type specification through an option.
32 bit floatThe image will use 32 bits float values for each component. This corresponds to a quantization of 0, 0, 0, 0, and a dither value of 0.
Custom...

All images are rendered internally in 32-bits float format. Quantization is the process of assigning integer values to these floating-point values. Some usual preset values are available in the Bit Depth attribute. If they do not include the needed variation, it is possible to specify custom quantization values by selecting this menu entry. Upon selection, a dialog pops up, displaying the current bit depth settings. It allows specification of values for Zero, One, Min, Max and Dither amplitude. Zero is the black point, while One is the white point. These two values can be different from the Min and Max values if you need to have under-exposed or over-exposed values. An example set of values for 12 bits output with standard dithering would be: 0, 4095, 0, 4095, 0.5 An example set of values for 16 bits output with a white point at 4K that prevents over-exposed pixels from being clamped to the white value, would be: 0, 4095, 0, 65535, 0.5

Other Custom entriesThe option menu will also list all custom bit depths defined for all of the current image layers.