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RenderMan for Maya supports multiple ways to render a scene.&nbs= p;
Image from Coco
There are many parts to rendering your completed scene. From handling qu= ality to choosing the appropriate outputs for later compositing, this secti= on handles all of those topics.
To understand how noise removal and anti-aliasing works, we describe Sampling and Filtering for users. This is where the bulk of your t= uning may happen and it's important to understand the balance between quali= ty and performance.
Controlling trace depth can alter the look and performance of your scene= . Different integrators also handle these settings differently. RenderMan m= akes tuning of these parameters easy to achieve your required look within y= our resource constraints.
Progressive/Interactive= Rendering makes easy work of tuning your scene materials and lights. <= a href=3D"/display/REN23/Checkpointing+and+Recovery">Checkpointing and = Recovery takes this progressive feature and extends it to final render= s where you can create save points in your renders as they refine. You can = use these for faster approval of incomplete frames and continue where you l= eft off without wasting precious CPU cycles!
RenderMan diagnostics helps y= ou visualize your scene performance in an easy to read display. Sometimes i= t may not be clear where your scene is spending the most time or resources,= but our diagnostic output will help you pinpoint even the most obscure per= formance information.
Holdout workflow is essential fo= r integration of CG objects into live action plates. In some applications t= his is as simple as a button click! To improve compositing integration and = even fully rendered shots, RenderMan makes use of powerful outputs to make adjustments in compositing easier an= d powerful with ultimate flexibility.
Reusing certain data in rendering can simplify asset management as well = as improve rendering efficiency. Baking Patterns provides ways to bake to a 2D or point cloud output.= p>
When rendering surfaces that interact with one another, especially trans= parent/refractive ones, it's important to understand the Intersect Priority settings. Intersect prio= rity allows users to simply add attributes to get the correct refractions w= ithout tedious modeling to solve the problem.