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Overview

In this section users can specify what images (or Displays) will be rendered; each display can be set to be output to a file or a frame buffer, use a specific Arbitrary Output Variable (AOV), or even contain a subset of the rendered scene. By default, a render pass is created with one display. However, it is possible to create several distinct displays in a single render pass; all displays are rendered simultaneously.

It is allowed to add any number of additional display and output any AOVs that are declared in the shaders.


The Displays group

 

Each display is shown in its own panel. To add a display, either click on the Add Display button, or select Add Display in the contextual popup menu that appears when right-clicking almost everywhere in the Displays section. This menu also offers options to expand or collapse all display panels at once. To remove a display, click on its Remove Display button, which appears as a trashcan. To duplicate a display, right-click anywhere above the display to duplicate and select Duplicate Display menu option.

At the top of the Displays section are a few general controls, followed by a list of per-display panels. The general controls are:

Add Display

 Clicking this button will add a new display attribute group at the bottom of the displays panel.

Render Primary Display

 Controls if the primary display is going 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 Render toggle. It can be useful to turn this option off when you need only need to render a secondary display or shadow maps. By default, this toggle is on.

Render Secondary Displays

 Specifies if the other displays than the first one are rendered. This toggle will override the per-display Render toggle. This control is on by default.



 

Each display has its own panel showing the basic display parameters on two rows. The remaining display attributes are located in the Advanced section. 

 

Group for a specific display

A display panel’s first row offers the following attributes:

A Render toggle

The check box on the left side of the image filename controls if the display will be rendered or not. Since the first display in the panel is considered the primary display, its Render toggle is tied to the Render Primary toggle. For other displays, their Render toggle is acknowledged only when Render Secondary is turned on.

An Image Filename

This control specifies the file name of the rendered image. When using a framebuffer display driver, this specifies a window title. By default, a file name based on the scene name and render pass name is created. See Section 5.5.4 [File Path Expressions],page 124 for details on how it is possible to construct relative paths and / or paths containing dynamically expanded tokens.

A Browse for Image File button

This button, drawn as a folder, brings up a file browser to specify an image filename.

A View Image button

This button, drawn as a magnifying glass, will open the display’s image file in a viewing application. See Section 3.17 [The Preferences Window], page 93 for details on how to specify which application should be launched.

 


The second row offers the following attributes:

A Remove Display button

This button, drawn as a trashcan, removes the display from the render pass.

Device

This options specified the type of the display driver, which is where your rendered image will go. The following display drivers are available:


Display NameDescription
idisplayThe rendered image is sent to i-display
maya_render_view

The rendered image is displayed in Maya’s Render View. Note that this display driver should not be used when rendering to a RIB file since it only works for rendering launched in Maya by 3Delight For Maya.

tiffThe AOV is saved in TIFF format
iffThe image/AOV is saved in IFF format. Note that only 8 bits RGB or RGBA images can be output by the IFF display driver.
exr

The rendered image/AOV is output in a file in "Open EXR" format. The Open EXR libraries, which are not included in the 3Delight package, must be installed. This display driver only works in 16-bits float or 32-bits float.

cineonThe rendered image is output in a file in Cineon format. It is recommended to set the Bit Depth 32 bit float.
zfile

The rendered AOV will be a depth map file. It is recommended to set the bit depth to 32 bit float. The AOV in this case should be set to ‘z’.

epsThe rendered image is output in a file in Encapsulated PostScript format.
bmpThe rendered image is output in a file in BMP format.
psdThe rendered image is output in a file in PSD format.
radiance

The rendered image is saved in Radiance format. This display driver only works in 32 bits float.

nullThe rendered image is discarded.
shadowmap

The rendered image will be a depth map in TIFF format, suitable to be used as a shadow map. Bit Depth has to be set to 32 bit float and the AOV to 'z'.

Texture

The rendered image will be a mipmap TIFF, suitable to be used as a texture map without the need of converting it with tdlmake.
dsmThe rendered image will be a "Deep Shadow Map". The deep shadow map display driver has several restrictions: the Bit Depth attribute should be set to 32 bit float and the AOV should be set to "rgba". The required Pixel Filter is ‘box’ and the required Filter Width is 1 x 1.
jpgThe rendered image is output in a file in JPEG format.
pic

The rendered image is output in a file in Softimage’s PIC format.

pngThe rendered image is output in a file in PNG format.

 

AOV

Indicates what variable will be output during this render. The most common values are ‘rgba’ or ‘rgb’ for RGBA and RGB outputs respectively. You can specify here any predefined output variable or arbitrary output variables that your shaders are using. Inline declarations of arbitrary output variables are allowed, meaning that it is permitted to preceded a variable name with its type to declare it and specify it for the display mode all at once. Right-clicking on the text field brings up a popup menu that lists available predefined output variables. The available values that are relevant regardless of the shaders assigned of to scene elements are:

AOVDescription
user specifiedThis item is selected when a custom variable name is typed in the text field.
z [depth]

For a given pixel, this variable outputs the distance between the camera and the object visible at this pixel. Bit depth should de set to 32 bits.

rgb [color]

This variable outputs the color information of the rendered image.

‘a [alpha channel]’

This variable outputs the transparency information of the rendered image.

‘Oi [3-channel alpha]’

This variable outputs the R, G and B transparency information of the rendered image.

‘rgba [color + alpha]’

This variable outputs the color and transparency information of the rendered image. This is also called a beauty render pass. This is the default.


 

The following AOVs are defined for scene elements shaded using Maya’s Hypershade. Note that any AOV whose name contains "no shadow" involves extra shading computation and will make the scene longer to render. The available AOVs are:

ambient’ ‘diffuse

specular

This variable outputs the ambient shading component of the rendered image, producing an ambient render pass RGB image.

This variable outputs the diffuse shading component of the rendered im- age, producing a RGB image similar to a Maya Render Layer configured to output a diffuse render pass.

This variable outputs the specular shading component of the rendered image, producing a RGB image similar to a Maya Render Layer configured to output a specular render pass.

reflection
This variable outputs the reflection shading component of the rendered image, producing a
reflection render pass RGB image.

refraction
This variable outputs the refraction shading component of the rendered image, producing a
refraction render pass RGB image.

shadow

This variable outputs the shadow intensity in the alpa component of a RGBA image, in a similar fashion to a Maya Render Layer configured to output a shadow render pass. Note that in addition to objects being shaded with Maya’s Hypershade, the light sources must also be shaded with Maya’s Hypershade for this output variable to work properly (put differently, the light must not have a RenderMan shader attached to it).

incandescence
This variable outputs the incandescence shading component of the ren- dered image, producing a
incandescence render pass RGB image.

translucence
This variable outputs the translucence shading component of the rendered image, producing a
translucence render pass RGB image.

diffuse no shadow
This variable outputs the diffuse color shading component of the rendered image, unattenuated by any shadows. The result is identical to what is produced by the ‘
diffuseAOV when light sources do not cast any shadows.

diffuse intensity
This variable outputs a grayscale image representing the intensity of the diffuse shading component.

diffuse intensity no shadow
This variable outputs a grayscale image representing the intensity of the diffuse shading component without any attenuation made by shadows. If there are no shadow-casting light sources, the result is identical to the ‘
diffuse intensityAOV.

key lights diffuse intensity
The output of this
AOV is similar to the ‘diffuse intensityAOV, but will only take into account light sources that have a ‘key light’ attribute set to true. Refer to the [key light attribute], page 41.

Chapter 3: The User Interface 57

key lights diffuse intensity no shadow
This
AOV output is similar to the ‘diffuse intensity no shadowAOV, but will only take into account light sources that have a ‘key light’ attribute set to true. Any shadows cast by these key lights will be ignored. If the key lights do not cast any shadows, the result will be identical to what is produced by ‘key lights diffuse intensityAOV. Refer to the [key light attribute], page 41.

luminance depth
This variable produces an grayscale image based on the distance between the camera and the objects; objects closest to the camera’s near clipping plane will appear white while objects closest to the camera’s far clipping plane will appear black. It is recommended to adjust the camera’s clipping plane values to be as close to the object to be rendered as possible.

specular no shadow
This variable will produce am image of the specular color shading com- ponent without taking any shadowing into account. If there are no lights casting shadows, the output will be identical to the ‘
specularAOV.

specular intensity
The output of this
AOV is a grayscale image of the intensity of the specular shading component.

specular intensity no shadow
This variable outputs a grayscale image of the intensity of the specular shading component, without taking into account any shadows. If there are no lights that cast shadows, the output will be identical to what is produced by the ‘
specular intensityAOV.

key lights specular intensity
This
AOV produces a grayscale image of the intensity of the specular shading component, taking into account only light sources that have a ‘key light’ attribute set to true. Refer to the [key light attribute], page 41.

key lights specular intensity no shadow
This variable outputs a grayscale image of the intensity of the specular shading component, taking into account only the light source that have a ‘
key light’ attribute set to true. Any shadows cast by these key lights will be ignored. If the key lights do not cast any shadows, the image produced will be identical to the one output by the ‘key lights specular intensityAOV. Refer to the [key light attribute], page 41.

color no shadow
This
AOV will produce an image similar to the ‘colorAOV, but any shadows are ignored.

raytraced reflection
This variable outputs what appears in reflections due to raytraced rays that hit surrounding objects.

environment reflection
This variable outputs what appears in reflections when raytraced rays hit nothing (i.e. what is controlled by the
"reflected color" attribute of the shader). This variable also contains the environment reflections produced by the ‘Fast Image Based Lighting’ and ‘Full Global Illumination’ effects of the render pass. See [Global Illumination Effect], page 64.

Chapter 3: The User Interface 58

Bit Depth

surface color
This variable outputs the base surface color without taking any illumi- nation, incandescence, reflection or refraction components into account.

occlusion

This variable outputs ambient occlusion computed by either the ‘Occlusion’ or the ‘Full Global Illumination’ effects of the

render pass (see [Global Illumination Effect], page 64). ‘mia_amb_occlusion’ shading node also puts its results in this variable.

The

facing ratio
This variable outputs the facing ratio, similar to what is computed for the ‘
samplerInfo’ node’s ‘facingRatio’ output plug.

global illumination
This variable contains the mixed colors of the various diffuse effects computed by the
"Global Illumination" render pass attributes. See Section 3.9.3.8 [Render Pass Global Illumination], page 64.

indirect diffuse
This variable contains the color bleeding component computed by the ‘
Full Global Illumination’ effect of the render pass. See [Global Illu- mination Effect], page 64.

environment diffuse
This variable contains the environment diffuse effect computed by either the ‘
Fast Image Based Lighting’ or the ‘Full Global Illumination’ ef- fects of the render pass (see [Global Illumination Effect], page 64).

environment specular
This variable contains the environment specular effects (reflections and refractions) computed by either the ‘
Fast Image Based Lighting’ or the ‘Full Global Illumination’ effects of the render pass (see [Global Illu- mination Effect], page 64).

This option menu specifies how many bits to use per color component. The available values are:

8 bit integer
The image will use 8 bits integer values for each component, with values defined between 0 (black) and 255 (white). This corresponds to a quan- tization 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 integer
The image will use 16 bits integer values for each component, with values defined between 0 (black) and 65535 (white). This corresponds to a quan- tization of 0, 65535, 0, 65535 for zero, one, min and max, respectively, and a dither value of 0.5.

16 bit float
The image will use 16 bits float values for each color component. Cur- rently, only the ‘
exr’ display driver supports this format. This corre-

camera space normal
This variable outputs the normal of the object in camera space.

Chapter 3: The User Interface 59

sponds 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 float
The image will use 32 bits float values for each color 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. 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 entries
The option menu will also list all custom bit depths defined for all of the current render pass’ displays.

Some display drivers have specific requirements as to what bit depths are supported. Refer to [Display Driver], page 54.




A specific display's Advanced group

The Advanced group, which is collapsed by default, offers the following attributes:

Alternate Camera

This attribute can be used to specify a different camera than the Render Camera (specified in the Scene Elements group) to be used for this display. This allows simultaneous multi-camera angle or stereoscopic rendering. For best performance, it is recommended to keep as many displays as possible set to <render camera>. For instance, when working with a stereoscopic project that has a "left eye" camera and a "right eye" camera, it is preferable to set the Scene Elements' Render Camera to the "left eye" camera, and alter the value of the display's Alternate Camera only for the ones needed the "right eye" camera (instead of having all displays overriding the render camera with either the "left eye" or the "right eye" camera). By default, the display will use the Render Camera.

Display Subset

This attribute is used to select one or several Maya sets that is used to narrow down what objects will appear in the display. Set selection is made using the 3Delight Set Selector window which is invoked by clicking on the Sets... button. The "Display Subset" option menu specify how the selected sets will be interpreted and has the following values available:

OptionDescription
All ObjectsAll visible objects will appear in the display, disregarding any sets selec- tion made in the 3Delight Set Selector. This is the default.
Objects in selected setsOnly visible objects in the selected Maya sets will appear in the display.
Objects not in selected setsOnly visible objects that are not in the selected Maya sets will appear in the display. Put differently, all objects in the selected sets will be excluded from the display.

Light Category

This attribute specifies a light category (see Category); only the lights of this category will appear in the display. This option requires setting the Render Engine attribute to Path Tracer (see Render Engine).

Gain

Specifies the gain. Each rendered pixel’s color will be multiplied by this value. ‘Gamma’ Specifies the gamma. Each rendered pixel’s color, once affected by "Gain", goes through a power function whose exponent is 1 / "Gamma".

Override Pixel Filter

Each display can have its own filter and filter width values. This toggle is off by default, in which case the display will use the values specified in the Quality section of the render pass. When this toggle is on, these values are overridden with the values specified in the following two attributes: ‘Pixel Filter’ ‘Filter Width’ These two attributes are identical to the "Pixel Filter" and "Pixel Filter Width" in Quality - Render Pass.

 Use Matte Attribute

When this toggle is off, and if the display’s output variable is set to an arbitrary output variable, any matte attribute set on objects will be ignored. This toggle is on by default. Refer to the matte attribute here Visibility.

Exclusive Output

When this toggle is off, and if the display’s output variable is set to an arbitrary output variable, objects that do not output that variable will be black. Turning this option on will make these objects transparent. This toggle is off by default.

Associate Alpha

When this toggle is off, the color of a pixel is divided by the alpha to produce an image with an unassociated alpha channel. By default, this toggle is on.

Compute Alpha

When this attribute is on and the display’s "Output Variable" is an AOV, an alpha channel is added to the AOV. It is computed based on the existence of the output variable for a given object. This toggle is off by default. Usually, when this toggle is on, it is recommended to turn off Associate Alpha.



 

The Edge Detection subgroup

 

3DFM can perform outlining on any desired variable. This can be useful, for ex- ample, when doing toon rendering or illustration. An example scene can be found in ‘$DELIGHT/example/maya/outlines’. It is also possible to render shaded wireframes on polygon meshes; see [Polygons Wireframe], page 27.

Enable

 This attribute enables edge detection for this particular display. it is set to off by default.

Detected Variables

 This attribute specifies on what variables the edge detection (outlining) will run. Sev- eral variables can be specified, separated by a coma. For example, setting this attribute to ‘N,z,Oi’ will run edge detection on normals, depth and object contours. By default, this attribute is set to ‘Ci’, which is the color of the light reflected by an object.

Threshold

This attribute controls the sensitivity of the edge detection. The higher the threshold the more sensitive the edge detection is. For example, when detecting variations on ‘z’ (depth), a value of ‘0.1’ means that if there is a gap of ‘0.1’ between two surfaces (in the z direction) then an edge will be generated. This attribute is set to ‘0.1’ by default.

Color

This attribute defines the color of the generated outline. It is set to white by default.

Filter Width

 This attribute defines the width of the generated outline. It is set to ‘0.2’ by default. Values between ‘0’ and ‘1’ are allowed, producing very fine outlines. In this case it is recommended to raise the "Pixel Samples" attribute (see [Pixel Samples], page 49) in order to avoid anti-aliasing of the outlines.

Next to this attribute, there is an option menu to determine how this width should be interpreted. The possible values are:

OptionDescription
PixelsThe filter width is a number of pixels.
% of Frame Width

The filter width is taken as a percentage of the image resolution in X. 

 The filter width is taken as a percentage of the image resolution in X.
Min Z / Max Z 

Depth Based Fadeout

This attribute enables the edge thickness fadeout with depth. It is off by default.

Min Z

Max Z

These two attributes specify the depth range on which the fadeout will be performed. By default, "Min Z" is set to ‘0.0’ and ‘Max Z’ is set to ‘1000.0’.

 Min Filter Width

The depth based fadeout will keep edges with a minimum width specified by this attribute. Its default value is ‘1.0’. 

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