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VERSION 3
USING MAYA: RENDERING
Copyright 2000, Alias|Wavefront, a division of Silicon Graphics Limited.
Printed in U S A. All rights reserved.
The Maya 3 Documentation were created by: Steven Brooks, John Dila, Lisa Ford,
Conan Hunter, Claude Macri, Susan Park, Diane Ramey, Linda Rose, and Michael Stivers.
The title page image was created by: Matt Dougan
The following are trademarks of Alias|Wavefront, a division of Silicon Graphics Limited:
Alias|Wavefront™ and the Alias|Wavefront logo are trademarks of Silicon Graphics, Inc. exclusively used by
Alias|Wavefront, a division of Silicon Graphics Limited. Maya® is a registered trademark of Silicon Graphics, Inc.
exclusively used by Alias|Wavefront, a division of Silicon Graphics Limited.
Graph Layout Toolkit Copyright 1992-1996 Tom Sawyer Software, Berkeley, California, All Rights Reserved.
Fusion™ is a trademark of eyeon Software.
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This document contains proprietary and confidential information of Alias|Wavefront, Inc. and is protected by Federal
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made herein.
INTRODUCTION 1
2 PREVIEWING A SCENE 27
Creating lights 48
Light types 49
Light Properties 50
Color and brightness 52
Location, direction, and light/surface links 52
Brightness and color decay 53
Brightness and color dropoff 55
Making lights render faster 55
Light icons, views, and manipulators 56
Light icons 56
Light views 56
Light manipulators 57
Positioning lights 60
Directing lights 61
Controlling which lights illuminate which surfaces 62
Creating and editing sets 63
Linking lights and surfaces 66
Customizing intensity or color decay 69
Creating intensity curves and color curves 70
Editing intensity curves and color curves 71
Precision lighting 74
Shadows 80
Creating shadows 82
Depth map shadows 82
Reusing depth maps 83
Raytraced shadows 86
Shadow properties 87
Depth map shadow properties 87
Raytraced shadows properties 88
Removing shadows 89
Making shadows render faster 90
Troubleshooting shadows 91
Background 242
Creating a color background 244
Creating a texture background 244
INDEX 309
Where do I begin?
The following paragraphs should help you decide where to start reading
and learning about Maya.
1 When you install Maya Complete, Maya Unlimited, or Maya Builder, see
one of the installation guides for guidance.
For example, see Installing Maya 3.0 on Windows NT if you’re installing Maya
Complete or Unlimited on an NT or Windows 2000 system.
Important
In response to customer requests, we’ve changed the licensing procedure
in Maya 3.0, Please read the installation instructions from cover to cover,
even if you have installed previous versions of Maya.
2 If you’ve used Maya before and want an overview of new features, see
What’s New in Maya 3.
This booklet provides a summary of new features across all modules.
Next, you may want to review the Maya 3.0 Release Notes for brief
descriptions of limitations in the software and successful ways to work
around them.
Essentials provides a guide to Maya’s user interface and basic tools. Using Maya:
Essentials also defines a number of concepts that are common to all of Maya.
Using Maya: Essentials was called Using Maya: Basics in previous releases.
NURBS describes Maya's spline modeling system and tells you how to get the most
Modeling out of it.
Polygonal describes how to interactively create, modify, and color polygonal models.
Modeling
Subdivision describes the enhanced subdivision surfaces modeling tools which are
Surfaces available only in Maya Unlimited.
Modeling
Character Setup tells how to use Maya’s deformer, skeleton, skinning, constraint, and
character features.
Animation describes Maya's basic animation software, which is based on keyframes and
motion paths. This book also provides information on motion capture and
introduces other Maya animation techniques, such as character setup.
Dynamics describes how to animate using natural forces. You can use dynamics to
make effects such as tumbling dice, waving flags, and exploding fireworks.
Rendering describes how to prepare for rendering, render a scene, and view your
rendered images. This book also describes how to create light, shadow, and
light effects, shade and texture surfaces, and paint textures. It also shows you
how to set up cameras and views and create a background. The information
in Using Maya: Rendering is arranged by production task.
The online book, Maya Reference: Rendering describes Maya’s rendering-
related menu options, attributes, and windows. The information in this book
is organized around the user interface
Paint Effects describes how to use Paint Effects to paint real-time rendered strokes onto or
between 3D objects or onto a 2D canvas.
Cloth describes how to create and animate realistic clothing using Maya
Unlimited’s Cloth software. This book includes four tutorials to get you
started, as well as a complete user’s guide.
Fur describes how to use Maya Unlimited Fur to create realistic, self-shadowing
fur and short hair on multi-surface models.
Live describes how to use Live, Maya Unlimited’s automated match-moving tool.
You can use Live to match Maya scenes with live footage by reconstructing
3D locations and camera or object movement from a shot.
Note
The books in the Maya Technical Library are not included in a printed
document set. However, html files for all of these documents are provided
on your product CD for online viewing. PDF files are also provided unless
otherwise specified.
MEL describes how to use the Maya Embedded Language (MEL) to enter
commands and write scripts.
MEL Command includes technical descriptions of the individual MEL commands. MEL
Reference commands are provided in html format only, no PDF files are supplied.
Expressions describes how to use expressions to control attributes. Expressions are ideal
for controlling attributes that change incrementally, randomly, or
rhythmically over time. They are also useful for linking attributes between
different objects—where a change to one attribute affects the behavior of the
other.
DG Node is for technical users who want more information on the DG node attributes.
Reference The DG Node Reference is provided in html format only, no PDF files are supplied.
Maya File Formats is for technical users with programming experience who want to either edit
Maya files or write translators to or from the Maya file formats.
Maya Developer’s describes how to use the Maya API to load, write, and edit plug-ins. This
Tool Kit book includes instructions for creating your own plug-ins. The Maya
Developer’s Tool Kit also features on-line links to example plug-ins.
Maya Translators is for people who are bringing data into Maya or exporting data to other
software packages.
Maya Game describes how to install and use Maya game translators. Information is
Translators provided for VRML2 and GE2, as well as the RTG file format. This book also
includes information on using the MDt API.
Rendering Utilities describes how to use command-line and stand-alone utilities that are part of
Maya, such as fcheck, as well as the options for the command line renderer.
Rendering Utilities was called Utilities in previous releases.
The Glossary
For 3.0, we’ve provided an online glossary so you can look up meanings of
words you encounter which are new or confusing.
Search tools
Due to customer requests, we’ve provided an enhanced Library search tool
in Maya 3.0. You can use the Library Search tool without installing the
documentation files on a server. To access the Library Search tool, return to
the main Maya Library page and select Library Search.
A Book Search tool is also provided in the left frame of most books. Use this
tool when to look for an item in the book you are viewing currently.
Online indexes
When you are viewing a specific book, you can access that book’s index. You
can also use the Global Index to view entries throughout the document set
(except the MEL Command Reference and the DG Node Reference.)
Project planning
Plan how to achieve each element in
each shot. For example, you may decide
to use a combination of real-world
elements (live action) and computer
generated (CG) elements, or you may
decide to use only CG elements.
Modeling
Create CG surfaces to represent the basic
shapes of physical objects (for example,
a car or a person).
Animating
Define the motion and transformation of
CG elements over time (for example, a
car moving or a person walking).
Lighting
Illuminate CG surfaces and make them
cast shadows; create optical light effects
such as glows, halos, or lens flares, or
illuminated fog.
See “Rendering Nodes and Networks”
on page 1 and “Lights and Shadows” on
page 47.
Setting up a view
Define a specific view of the CG scene.
See “Rendering Nodes and Networks”
on page 1 and “Cameras and Views” on
page 211.
Preparing to render
Define the properties that rendered
images will have, based on post-
production and presentation
requirements, and select objects to
render separately if necessary.
See “Preparing to Render” on page 259.
Rendering
Generate a two-dimensional image, or
series of images, from a specific view of
the three-dimensional CG scene.
See “Preparing to Render” on page 259.
Compositing
Combine live action and CG elements,
or CG elements that were rendered
separately, using compositing software
(such as Maya Composer or Maya
Fusion).
See the Maya Composer Lite or Maya
Fusion Lite on-line documentation for
Jester by Jeff Bell
details.
The renderer is the final stage in the 3D CG production process. It pulls data
together from every sub-system within Maya, interprets modeling
construction histories, IK chains, stacked deformations, rigid body, soft
body, particle dynamics, and more. At the same time, it interprets its own
data relevant to tessellation, texture mapping, shading, clipping, and
lighting.
Each attribute of a Maya node can be textured and animated. This means
that an attribute’s value or setting can be the result of another sequence of
Maya nodes.
There is no expected order of operations in Maya. You can connect any
Maya node to a shading node network as long as the input and output
attribute types match. For example, you can use the scale of a sphere (a triple
float attribute) to drive a material’s color (also a triple float attribute).
In addition to Maya’s complement of materials, textures, lights, and utilities,
you can write customized plug-in materials, textures, and lights, and
seamlessly integrate them into Maya. For instance, when you create your
own material, it automatically creates an Attribute Editor and sample swatch
like all the materials maya provides.
For details about creating your own plug-ins, see the on-line book,
Maya Developer’s Tool Kit.
In this chapter:
Nodes
Nodes represent operations on data in your scene. Nodes consist of inputs
and outputs, the connections between which define all aspects of your
images from surfaces to lights and shadows.
Maya provides many types of nodes—surfaces, transforms, and 2D textures
are all node types.
Node networks
A node network contains several nodes connected together. You connect
nodes non-linearly to create the effects you want. You can share nodes to
create visual relationships, and to make rendering more efficient. Shading
networks are designed as a data flow network, where data is fed in the left
side of the network and a final shaded result emerges from the right-most
node.
Drag the cursor over the connection lines to display the input and output
information. See “Identifying nodes and node network connections” on page
9 for details.
Connection lines
between nodes.
Texture swatch.
Right-click to display
Visor and Create folders. output menu.
Selected texture
swatch connections.
The following shows the node connections for a selected material swatch.
Selected material
swatch connections.
The following shows the node connections for a selected shading group
swatch.
Geometry node.
A new connection is made, a new line and new node displays, and the
material updates with the new connections.
Before After
connection. connection.
Tip
These connection lines are color-coded, and indicate the type of connection.
For example, by default, triple connections are represented by green
connection lines. You can customize the colors and their meanings by
selecting Window > Settings/Preferences > Colors, and changing the
values in the Hypergraph/Hypershade section.
As you add more nodes, they occupy the same layout as the first node you
created so you can view and edit their relationships.
Maya stores between 8 and 10 work areas. If you create more than this,
Maya discards the oldest work areas for each new one.
Notes
• If you want a clear work area every time you drag a new node into
Hypershade, select Options > Clear Before Graphing.
• You can drag rendering nodes and folders from Visor to
Hypershade. You can also drag a scene file into Hypershade from
Visor. The scene file loads and the material and texture folders
display in Visor. (This operation is equivalent to importing these
nodes into the current scene.)
2 Click in Hypershade to drop the new node swatch, or over another node
swatch to make a connection.
If you drop the new node onto another node, the connection pop-up menu
displays. Select an attribute on which you want to connect a node, and
release the mouse button. In Hypershade, the new node swatch displays and
the material swatch updates.
3 Click the Show Up and Downstream Connections button on the tool bar to
display the network you duplicated.
Note
If you want to duplicate a node without its network, select the node and
select Edit > Duplicate > Without Network. If you want to duplicate a node
and connect it to the same network (in effect sharing the network), select
Edit > Duplicate > With Connections to Network.
Connecting nodes
You create a look by connecting nodes to form node networks.
Default connections
You can make default connections very quickly.
2 Double-click the input node’s swatch to open it’s Attribute Editor (such as a
Phong material).
3 Using the middle mouse button, drag the texture node swatch from Visor’s
Rendering section or from Hypershade into the material node’s Attribute
Editor directly onto the attribute name of the node you want to connect to.
Click-drag a checker
texture node from
the Rendering
section of Visor or
from Hypershade
onto the attribute’s
name.
Explicit connections
You can explicitly connect nodes to form node networks.
2 Select Window > General Editors > Attribute Spread Sheet to display the
Attribute Spread Sheet.
3 Click a tab heading to see the attributes. The Keyable tab contains the render
node attributes. The Render tab contains the attributes that determine how a
surface renders. Use the scroll bar to view the attributes horizontally.
Tip
The Render Flags window also provides you with a way to edit multiple
nodes. See Rendering Flags in the on-line book, Maya Reference: Rendering.
2 In the rendering node’s Attribute Editor, right-click the label of the attribute
you want to key and select Set Key from the pop-up menu to create a key.
4 Adjust the attribute and set another key. For example, click the Blinn
material’s color attribute and select a different color from the Color chooser
each time you set a new key.
Notice the tabs at the top of the Attribute Editor. They now contain
Animation attributes for the attributes you chose.
5 Playback the animation.
Playback button.
The surface to which the rendering attributes are assigned animate in the
view (for instance, the Blinn color changes at each key you set).
For more information on keys and playback, see Using Maya: Animation.
5 Click an attribute in the left panel, click the Move Nearest Picked Key Tool
icon, use the right mouse button to select a point and use the middle mouse
button to adjust the animation curve.
Select the
Move Nearest
Picked Key Tool.
Right-mouse
click to select
a point.
Middle-mouse
click to adjust
the curve.
Note
Maya does not support drag-exporting to Visor.
Tip
Importing rendering nodes using Visor is the same as importing nodes
using File > Import.
To remove a folder, place the cursor in the directory area or highlight the
directory name, right mouse click and select Remove this folder.
Previewing occurs during several rendering phases, and you can use the
previewing tool that is best suited to your needs.
In this chapter:
When you drag a marquee around the entire scene or part of the scene, it re-
renders the scene in the Render View when you change lights, shadows,
materials, textures, and post processes.
• You can tune an entire frame or select a region or specific surfaces on which
to focus.
• You can batch render IPR files from the command line, so you can tune
several frames of the same animation, in which the visibility data may vary
from frame to frame.
Note
An IPR image is a snapshot of a frame’s visibility and shading information.
An IPR file is not part of the scene file; it only represents what the scene
looked like, from a specific camera or light, at a specific time. You can re-
use an IPR file as you work on your scene, but remember that the IPR file
may be out of sync with your scene as you tune the look of your scene and
move things in the views.
The IPR file contains the information needed to perform the shading
calculations for each pixel in the image as you tune your shading networks.
When you select a region to tune, Maya loads all this information into
memory for all the pixels in the tuning region.
As you modify shading network attributes, Maya re-computes the shading
calculations and the image in the Render View updates. Since none of the
visibility calculations need to be re-computed at this stage, the tuning
updates are done much faster than a full re-rendering. The IPR image will be
the same size and approximately the same quality as a test render, but it
updates quickly like a Hypershade swatch.
IPR Limitations
Visibility limitations
Any change to an attribute that affects the visibility calculation, whether it is
a change like adding or removing a surface, or transforming CVs on a
surface, requires another IPR render before you can see the effect of that
change. Attributes that affect visibility are:
• Any transformation applied to any object or camera (like moving an object
or zooming the view, since moving an object or the camera may change
what is visible at each pixel).
• The resolution of a depth map produced for a light (you must regenerate the
depth map before you can see the result in IPR).
Glow limitations
• The light glow intensity may appear different, due to light glow occlusion
being computed at the time of the IPR generation. If the light were moved
where the light glow occlusion changes, this could result in an inaccurate
glow intensity.
• Shader glow may be different, because the IPR region (not covering the
entire scene) will produce a different auto-exposure normalization.
• 2D motion blur won’t be exactly right because you are generally working on
a smaller region.
Others:
• Changing blur-by-frame will not update the IPR unless you re-render.
Tips
You can display a menu from which you can choose to edit the attributes
of any node that contributes to the color of that pixel, including lights. The
Attribute Editor shifts focus to display the attributes for the item you
choose. Shift-click with the left mouse button to display the menu and drag
to choose an item.
Also, after you marquee a region and start tuning it, you can drag
materials and textures onto objects within the tuning region of the IPR
image, just as you can make connections by dragging materials from
Hypershade onto surfaces in the views.
Notes
• You cannot batch render IPR files from within Maya.
• Batch rendering to produce IPR files is not multi-threaded.
Tip
Click the Redo Previous Render or the Redo Previous IPR Render button
on the Render View’s tool bar if you want to re-render the same camera.
Note
You cannot render a part of a frame and see it in the camera view using
this method when IPR rendering.
1 In the Render View, select Options > Auto Render Region and
Render > Snapshot > and select the camera in which you want to re-render.
2 Now whenever you want to render a region you change, drag a marquee
around the region you want to re-render and press the Render Region
button in the Render View. In the following example, the specular color for
the material is changed.
3 In the Render View, select Render > Render and the view you want to
render. Maya only renders the selected surface.
Note
You cannot use this method when performing an IPR render.
Note
Higher quality settings increase hardware rendering times.
Notes
• You can only view one channel at a time.
• To view an attribute, it must be mapped to a texture. Attributes
that are not mapped are grayed out.
• Some channels, such as Bump Map, do not provide hardware
textured results. You must use the Render View to see the results.
5 Select the quality you want from the Texture quality menu.
Run Render Diagnostics after you tune surfaces and before you render. It
provides valuable information about how you can improve performance.
You can run the diagnostics while experimenting with your rendering
settings or before you start your final rendering.
To diagnose a scene:
Select Render > Render Diagnostics.
The Script Editor displays with the results of the Render Diagnostics.
In Maya, surfaces are illuminated by light rays directly emitted from lights.
Maya provides five basic types of lights that you can use to illuminate
surfaces. By setting the properties of each basic light type, you can simulate
many different types of real-world light sources.
See also the on-line book, Maya Reference: Rendering, for more information
about light types and attributes.
In this chapter:
CREATING LIGHTS
You can create a light from many different parts of the Maya interface. The
easiest ways to create lights is to select a light type from the Create menu in
the main Maya window, from Hypershade, or from Visor and Hypershade.
Notes
• To set light properties before you create the light, open the light’s
option window. Select the light type you need from the menu, then
click the box at the end of it’s name, such as
Create > Lights > Create Point Light ❐. See “Light Properties” on
page 50. See also the on-line Maya Reference: Rendering book.
• You can change a light’s type (point, spot, directional, or ambient)
after you create it by setting the light’s Type attribute in the
Attribute Editor.
LIGHT TYPES
The following table describes each of Maya’s light types. For more
information, see the Maya Reference: Rendering on-line book.
Point light
A point light shines evenly in all directions from
the location of the light. For example, use a point
light to simulate an incandescent light bulb.
Spot light
A spot light shines evenly within a narrow range of
directions (defined by a cone) from the location of
the light. Use a spot light to create a beam of light
that gradually becomes wider (for example, a
flashlight or car headlight).
Directional light
A directional light shines evenly in one direction
only. Its light rays are parallel to each other, as if
emitted perpendicular to an infinitely large plane.
Use a directional light to simulate a very distant
point light source (for example, the sun as viewed
from the surface of the Earth).
Ambient light
An ambient light shines in two ways. Some of its
light shines evenly in all directions from the location
of the light (similar to a point light). Some of its light
shines evenly from all directions (as if emitted from
the inner surface of an infinitely large hollow
sphere). Use an ambient light to simulate a
combination of direct light (for example, the sun or
a lamp) and indirect light (sunlight diffused by the
atmosphere, or lamp light reflected off the walls of
a room).
Area light
Area lights are two-dimensional rectangular light
sources.You can use this type of light to simulate
the rectangular reflections of windows on surfaces.
An area light is initially two units long and one
unit wide. Use Maya’s transformation tools to re-
size and place area lights in your scene.
LIGHT PROPERTIES
Light properties define how lights illuminate surfaces. In Maya, you can
change the properties of a light by setting its attributes.These properties can
be grouped into four basic categories.
This section contains the following information:
• “Color and brightness” on page 52
• “Location, direction, and light/surface links” on page 52
• “Brightness and color decay” on page 53
• “Brightness and color dropoff” on page 55
• “Making lights render faster” on page 55
Color
To change the color of a light, adjust the
Color attribute.
Brightness
To change the brightness of a light,
adjust the Intensity attribute.
Location
To change the location of an ambient
light, point light, or spot light, move the
light.
Direction
To change the direction of a directional
light or spot light, rotate the light.
Light/surface links
To make a light only illuminate a
specific surface (or group of surfaces),
link the light and the surface(s).
Tip
It is easier to see the effect of brightness and color decay with illuminated
fog. See “Illuminated fog” on page 108 and “Glow brightness decay” on
page 101 for details.
Color decay
To change how a spot light’s color
changes with distance, use the Color
Curves attribute.
Color dropoff
To change how the color of a light
changes across its beam, map a texture
to the Color attribute.
Light icons
When you create a light in Maya, a light icon displays in the camera views.
This icon represents the position and direction of the light.
Directional Spot
Light views
You can look through a light’s view and adjust the location and direction of
the light using camera tools and hotkeys (see “Setting a camera’s view” on
page 227). You can also adjust light manipulators in a light’s view.
Light manipulators
You can interactively adjust certain light attributes in a view using light
manipulators. Light manipulators display in camera views and light views.
Click the Show Manipulator Tool icon in the mini bar at the left of Maya’s
Shelf to see the light manipulators.
Cycling index
After you create a light and select the
None Center Of Pivot Show Manipulator Tool, click the
Interest/ Cycling Index manipulator to display
Origin
each of the different types of light
manipulators.
The position of the dash on the Cycling
Cone Penumbra Decay Index indicates which manipulators
Radius Radius Region
display.
Origin/Decay/Radius
Center of interest/Origin
Origin
Center of Move the two parts of this manipulator
Interest to change the location (origin) and
direction (Center Of Interest) of a light.
All lights include this option.
Pivot
Pivot
Move the Pivot manipulator and then
click on it to change the point that a light
pivots about when you move the light or
the center of interest. Click the Pivot
manipulator again to disable the pivot
point.
All lights include this option.
Decay regions
Move the Decay Regions manipulators
to separate a spot light’s beam into
regions that are illuminated and regions
that are not.
Only the Spot Light includes this option.
POSITIONING LIGHTS
You position a light to control the location it shines from. You can position a
light interactively in a view using light manipulators or using the Move tool.
You can also position a light by setting the light’s Translate attributes.
This section contains the following information:
• “Directing lights” on page 61
• “Controlling which lights illuminate which surfaces” on page 62
• “Creating and editing sets” on page 63
• “Linking lights and surfaces” on page 66
Directing lights
You direct a light to control the direction it shines to. You can direct a light
interactively in a view using light manipulators or using the Rotate tool. You
can also direct a light by setting the light’s Rotate attributes (or rotate a spot
light interactively while looking through its view.)
When you link lights and surfaces you can determine which lights
illuminate which surfaces and regions in your scene without affecting the
rest of the scene. Linking lights and surfaces can also help reduce rendering
times because you can limit the number of surfaces each light illuminates.
You can link any number of surfaces (or sets of surfaces) and any number of
lights (or sets of lights). You can also link any number of shading groups
and any number of lights (or sets of lights).
For instance, if you link a light and a shading group, the light illuminates all
surfaces that use that shading group. However, if you link a light and a
shading group and then break the link between them, the light does not
illuminate the surface.
To name a set:
1 In the Relationship Editor, double-click the set’s name.
2 Type a new name and press Enter.
2 In the left panel (Sets), select the set. The objects (or lights) in the set are
highlighted in the right panel.
3 In the right panel (Objects), select the objects (or lights) you want to add to
the set and clear the selection of objects (or lights) you want to remove from
the set. In the following, lights are added to the set.
To identify a specific light and the surfaces you want that light to illuminate,
use light centric light linking in the Relationship Editor
(Window > Relationship Editors > Light Linking > Light-Centric or
Lighting/Shading > Light Linking > Light-Centric).
You can also select the lights and surfaces you want to link in a view and
link them using the Lighting/Shading menu items Make Light Links and
Break Light Links.
You can also link lights and surfaces from the Maya command line. See “To
link lights and surfaces from the command line:” on page 69.
Note
You can only use this technique for a Spot Light.
Maya creates a Red Curve node, a Green Curve node, and a Blue Curve
node and connects them to the Color attribute.
Click to create an
Intensity Curve or
a set of Color Curves.
Tips
IPR Render the scene or part of the scene to get instant feedback on the
changes you make to the light’s intensity and color curves.
To adjust the Intensity or Color Curves interactively, select the spot light and
open the Graph Editor (Windows > Animation Editors > Graph Editor).
An intensity curve displays as a dark blue line, and color curves display as
red, green, and blue lines.
To edit points, click the Move Nearest Picked Key Tool at the top-left of the
Graph Editor, select a Color or the Intensity curve from the left panel, and
use the middle-mouse button to drag a marquee around the point you want
to edit. Once it highlights, move it until you get the results you want.
To move the whole curve, make sure to deselect the Move Nearest Picked
Key Tool, select the curve, then drag it using the middle mouse button.
The following example shows how the Color R (red) curve displays once
you move the Color R curve in the Graph Editor.
For more information on using the Graph Editor, see Using Maya: Animation.
Precision lighting
Precision lighting is crucial when working on special effects, such as being
able to interactively clamp lighting at an exact spot, or easily specify the light
intensity at an exact spot. The following should help when you want to
precisely light your scene using a spot light and intensity curves.
The most common intensity control is the spot light’s (and point light’s)
decay attribute.
Tips
• Leave the Attribute Editor open and IPR render your scene so you
can make changes interactively to get the look you want.
• Apply a Light Fog (click the box next to Light Fog in the Light
Effects section of a spot light’s Attribute Editor) to see the results.
The decay regions indicate the regions you want to light and the regions you
don’t want to light in the shape of three truncated cones. The decay region
manipulators can be used to precisely indicate these regions. It can also be
used as a modeling tool to indicate the amount of lighting within the
truncated cones, as shown in the following.
When the decay regions and its manipulators are on, the decay regions can
be interactively dragged to position where the light clamping regions can
occur (or you can enter exact distance positioning in the Attribute Editor).
Doing this does not give you exact linear decay, as the graph shows smooth
tangents—setting the curve to hard tangents produces exact linear decay.
Other decay types can be achieved by tweaking the graph representing the
decay.
Note
Before final rendering, depending on whether you wanted the light fog or
decay regions, it may be wise to take them out. The example uses the light
fog and decay regions as measuring tools.
What was achieved for the light’s intensity can also be applied to the Color
attribute of the spotlight using the Color intensity curve. This is also an
expression like the Intensity curve, except that it is a three-channel (RGB)
expression. This means that you can create lighting which results in a blue
light at the spotlight origin, then graduate to a red light at some distance
away.
Tip
If you are using the Attribute Editor, keep in mind that navigation to the
correct curves can be done with the tabs and navigation arrows at the top
of the editor.
The green circle represents the cone boundary. Any objects outside this circle
will not be lit by this spotlight. Regular camera tracking, tumbling, or
dollying work well in this view to shine the spotlight exactly on the desired
area.
Each of the four lines can be directly manipulated to shift the boundaries, or
the lines can be numerically entered in the Attribute Editor, where the
attributes are in degrees measured from the spotlight to the blue line-
boundary.
For instance, for a 80 degree spotlight, the four blue line-boundaries will
have the value of 40 if the boundaries lie exactly at the spotlight border.
You can also verify the illumination by looking at the Light Shape and
Intensity Sample at the top of a spot light’s Attribute Editor. These change as
you change the values for the spot light.
Default settings.
SHADOWS
When light shines on a surface, the parts of the surface facing toward the
light source appear illuminated, and the parts of the surface facing away
from the light source appear dark. If one surface is located between a second
surface and the light source, the first surface casts a shadow onto the second
surface.
When light shines on a surface in Maya, the parts of the surface facing
toward the light source appear illuminated, and the parts of the surface
facing away from the light source appear dark. However, by default,
surfaces do not cast shadows onto other surfaces that face toward a light
source. Maya illuminates all surfaces facing a light source regardless of
obstructing surfaces. This is the default setting because rendering shadows
can be very time consuming.
You can, however, add shadows by controlling which combinations of lights
and surfaces can produce shadows. Typically, you only want a few specific
lights and surfaces to produce shadows. By limiting shadows only to these
specific lights and surfaces, you can help reduce rendering times.
In Maya, lights can produce either no shadows, depth map shadows, or
raytraced shadows.
No shadows
All surfaces facing a light source are
illuminated, even if obstructed by
another surface. By default, lights and
surfaces do not produce shadows.
All surfaces facing away from a light
source are not illuminated. (These are
not shadows.)
Raytraced shadows
Raytraced shadows produce very good
results in most situations; however, you
must raytrace your scene to use
raytraced shadows, and this is often
very time consuming.
See “Reusing depth maps” on page 83.
CREATING SHADOWS
To create a shadow, a scene must contain a shadow casting light, a shadow
casting surface, and a shadow receiving surface. The light must illuminate
both the shadow casting surface and the shadow receiving surface.
An individual light can produce either depth map shadows or raytraced
shadows, however, you can combine depth map shadow casting lights and
raytraced shadow casting lights in a scene.
This section contains the following information:
• “Depth map shadows” on page 82
• “Reusing depth maps” on page 83
• “Raytraced shadows” on page 86
Tips
• Set the light’s Dmap Resolution to the lowest value that produces
shadows of acceptable quality. As a starting point, set Dmap
Resolution to the same value as your rendering resolution (see “Setting
up a camera” on page 224). If Dmap Resolution is too low, shadow
edges will appear jagged. If Dmap Resolution is too high, rendering
times will increase.
• Adjust the Shadow Color to display transparent or colored shadows.
By default, the Shadow color is black.
Note
If you perform an IPR render and then change the Dmap Resolution or Use
Dmap Auto Focus, these changes will not update in the IPR render (see
“Interactively previewing and tuning a scene” on page 29).
Tips
• Maya saves depth map files in the depth directory of your current
project (see “Setting the location to save rendered images” on page
272).
• Generate shadow depth maps before rendering your scene by using
the Render -sp <sceneName> command and option. This can help
reduce rendering times and you can re-use the depth maps for
subsequent renders. See “Rendering an animation” on page 289 of
this book, and “Render” in the Maya Rendering Utilities online
book.
Raytraced shadows
Raytracing is a type of rendering where the path of individual light rays are
calculated from their destination (the camera) to their source (a light).
Raytracing is very time consuming.
Raytraced shadows are shadows produced during raytracing. Raytraced
shadows produce very good results in most situations; however, you must
raytrace your entire scene to use raytraced shadows, and this is often very
time consuming.
Use raytraced shadows only to create those few types of shadow effects that
depth map shadows cannot produce (for example, shadows from
transparent colored surfaces).
Avoid using raytraced shadows to produce soft-edged shadows. Raytracing
high quality soft-edged shadows can be very time consuming (and soft-
edged depth map shadows produce very good results).
Note
You cannot preview raytraced shadows using IPR. You must render your
scene in order to preview raytraced shadows. See “Previewing a scene or
part of a scene” on page 36.
SHADOW PROPERTIES
Lights and objects have many properties that define the appearance of
shadows. In Maya, you change the properties of a shadow by setting
attributes for the shadow casting light.
This section contains the following information:
• “Depth map shadow properties” on page 87
• “Raytraced shadows properties” on page 88
Color
To change the color of a shadow, adjust
the Shadow Color attribute.
Edge softness
To make shadow edges softer, reduce
the Dmap Resolution attribute and
increase the Dmap Filter Size attribute.
Edge graininess
To change the graininess of shadow
edges, adjust the Dmap Resolution
attribute. For spot lights, you can also
adjust the Cone Angle attribute.
Color
To change the color of a shadow, adjust
the Shadow Color attribute. (The color
of a partially transparent surface will
also influence the color of a shadow.)
Edge softness
To change the softness of shadow edges,
adjust the Light Radius attribute (or the
Light Angle attribute for directional
lights).
REMOVING SHADOWS
Removing unnecessary shadows can help reduce rendering times. You can
either remove all shadows produced by a specific light, or all shadows cast
by a specific surface.
To learn how to remove a shadow produced by a specific combination of
lights and surfaces, see “Controlling which lights illuminate which surfaces”
on page 62.
Note
You can make all shadow casting surfaces cast shadows from all shadow
casting lights, even if they are not linked together, by turning off Shadows
Obey Light Linking in the Render Options section of the Render Globals
window (Windows > Render Globals).
TROUBLESHOOTING SHADOWS
You may come across the following problems in the shadows of a rendered
image.
or
or
or
Maya provides three basic types of optical light effects: glows, halos, and
lens flares. By setting the properties of each basic optical light effect, you can
simulate different real-world effects.
In this chapter:
When light shines directly into an observer’s eye or into a camera’s lens, the
light source may appear to glow. If the light passes through a mesh (for
example, a star filter on a camera) or through hair or eyelashes, the light
refracts, producing a star-like glow. In some cases, the light may reflect off
the surfaces of a camera’s compound lens and produce a lens flare. These are
all examples of optical light effects.
Glow
A glow is a bright, fuzzy disk at the
location of a light source.
Halo
A halo is a bright ring that surrounds a
light source.
Lens flare
A lens flare consists of several bright
disks of various sizes that extend from
the light source in one direction.
In Maya, when light shines directly into the camera, the light source does not,
by default, glow or produce a lens flare. You can, however, add an optical
effect to any light, and control which lights produce a glow or lens flare.
Notes
• To see an optical light effect, the light source must shine into the
camera (see “Location, direction, and light/surface links” on page
52).
• When you render a scene that contains optical light effects, the
optical light effects will appear in the rendered image after all other
elements in your scene have rendered.
You can now move the locator anywhere in the scene and the optical light
effect moves with it. If you follow these steps for other lights in the scene,
you can create multiple optical effects.
Notice that each time you change the Radius value the point light’s icon
increases or decreases in the view.
2 Set keys each time you change the Radius value to fade or increase the glow
effect.
Radius=0.3 Radius=0.1
GLOW PROPERTIES
This section contains the following information:
• “Glow color, brightness, size, and opacity” on page 101
• “Glow location” on page 101
• “Glow brightness decay” on page 101
• “Glow beams” on page 102
• “Glow Randomness” on page 103
Color
To change the color of a glow, adjust the
Glow Color attribute.
Brightness
To change the brightness of a glow,
adjust the Glow Intensity attribute.
Size
To change the size of a glow, adjust the
Glow Spread attribute.
Opacity
To change the amount that a glow
obscures objects, adjust the Glow
Opacity attribute.
Glow location
Glow beams
A glow can consist of regularly spaced or randomly spaced beams or rays of
light. These beams simulate refractions caused by a camera’s star filter or by
eyelashes.
Beam rotation
To rotate regularly spaced or randomly
spaced glow beams, adjust the Rotation
attribute.
Glow Randomness
Randomness strength
To change the randomness of a glow,
adjust the Glow Noise attribute.
Randomness rotation
To rotate a glow’s randomness, adjust
the Rotation attribute.
Randomness resizing
To resize a glow’s randomness, adjust
the Noise Uscale and Noise Vscale
attributes.
Randomness movement
To move a glow’s randomness, adjust
the Noise Uoffset and Noise Voffset
attributes.
Randomness contrast
To change the contrast of a glow’s
randomness, adjust the Noise Threshold
attribute.
HALO PROPERTIES
This section contains the following information:
• “Halo color, brightness, and size” on page 104
• “Halo location” on page 105
• “Halo brightness decay” on page 105
Color
To change the color of a halo, adjust the
Halo Color attribute.
Brightness
To change the brightness of a halo,
adjust the Halo Intensity attribute.
Size
To change the size of a halo, adjust the
Halo Spread attribute.
Halo location
Color
To change the basic color of a lens flare,
adjust the Flare Color attribute.
Color range
To change the color range of a lens flare,
adjust the Flare Col Spread attribute.
Brightness
To change the brightness of a lens flare,
adjust the Flare Intensity attribute.
Shape
To change the shape of a lens flare to a
hexagon, turn on the Hexagon Flare
attribute.
Size
To change the size of a lens flare, adjust
the Flare Min Size and Flare Max Size
attributes.
Sharpness
To change the sharpness of a lens flare,
adjust the Flare Focus attribute.
Number of elements
To change the number of elements
(circles or hexagons) in a lens flare,
adjust the Flare Num Circles attribute.
Spread direction
To change the direction of a spread lens
flare, adjust the Flare Vertical and Flare
Horizontal attributes.
Spread length
To change the spread length of a lens
flare, adjust the Flare Length attribute.
ILLUMINATED FOG
When light shines, it often illuminates fine particles (fog, smoke, or dust)
that are in the air.
In Maya, when light shines through the air, it does not, by default,
illuminate any fog or dust. You can, however, add fog to a light so that the
fog appears to be illuminated by that light. This is known as light fog. Light
fog is associated with a specific light and only appears within the light’s
illumination.
Color
To change the color of illuminated fog,
adjust the fog’s Color attribute. (The
light’s Color attribute also influences the
color of illuminated fog.)
Brightness
To change the brightness of illuminated
fog, adjust the Fog Intensity attribute.
(The light’s Intensity attribute and the
fog’s Density attribute also influence the
brightness of illuminated fog.)
Location
To change the location of illuminated
fog, move the light source. See
“Positioning lights” on page 60.
Direction
To change the direction of illuminated
fog from a spot light, rotate the light’s
icon in a modeling view. See “Directing
lights” on page 61.
Color decay
To change how the color of illuminated
fog from a spot light changes with
distance, use the Color Curves attribute.
See “Customizing intensity or color
decay” on page 69.
Regional decay
To separate illuminated fog from a spot
light into regions that are illuminated
and regions that are not illuminated,
turn on the Use Decay Regions attribute,
and adjust the Region 1, Region 2, and
Region 3 attributes. See “Light
manipulators” on page 57.
Fog spread
To change how the brightness of
illuminated fog from a spot light
decreases from the center of the beam to
the edge of the beam, adjust the Fog
Spread attribute. (The Penumbra Angle
attribute also influences how the
brightness decreases from the center of
the beam to the edge of the beam.)
Opacity
To change the amount that objects
within or behind illuminated fog are
obscured, either turn off Color Based
Transparency and adjust the Density
attribute, or turn on Color Based
Transparency and adjust the Density and
Color attributes.
Materials, or elements, have three natural phases: solid, liquid, and gas. Each
phase has unique properties that define it and characterize its look. Surfaces
in all phases share common characteristics or properties, like color,
shininess, bumpiness, and transparency.
In this chapter:
Setting surface quality ... page 117
Material visual components ... page 123
Color ... page 125
Shininess ... page 128
Bump Mapping ... page 131
Displacement mapping ... page 132
Transparency ... page 140
Self-Illumination ... page 143
Motion blur ... page 147
Creating surface materials ... page 152
Combining materials ... page 162
Layering materials ... page 163
Layering textures ... page 166
Double-sided shading ... page 171
Switch utilities ... page 174
Making surfaces render faster ... page 186
Troubleshooting surfaces ... page 187
Surface quality
Surface quality determines how accurate
materials and textures look on a surface.
NURBS surfaces
NURBS surfaces
A NURBS surface is composed of one or
more patches. During rendering, each
patch is divided into an appropriate
number of triangles to approximate the
CVs true shape of the surface. This is called
tessellation.
You can use NURBS surfaces for anything from stand-in geometry to feature
CG characters. NURBS surface quality depends in part on how finely
tessellated a surface is, though you should be very selective about how
finely you tessellate each surface because it can increase rendering times.
Use level of detail wherever you can in a scene. Level of detail means that you
give foreground, or feature, surfaces more detail, while giving background,
or less important surfaces less detail. This practice will save you time during
rendering.
Tessellation describes how many triangles are used, where on the surface
triangles are concentrated, and how large or small they are. Tessellation
affects the quality of your rendered surfaces as well as how long it takes for
them to render.
Note
The Geometry Antialiasing Override attribute in a surface’s Attribute
Editor will only work if you set Edge Anti-aliasing to High or Highest in
the Render Globals window.
4 Select the surface that you determined is flickering and open its Attribute
Editor.
5 In the Render Stats section, turn on Geometry Antialiasing Override, and
adjust the Antialiasing Level.
Notes
• Turn on Geometry Antialiasing Override only for flickering
surfaces to help keep rendering times down.
• If the flickering is caused by thin surfaces (only a few pixels wide),
also turn on Multi Pixel Filter in the Render Globals window. See
“Troubleshooting surfaces” on page 187.
Polygonal surfaces
Polygonal surfaces
A face is the smallest unit of a polygonal
surface to which you can apply a
material. You can apply a material to the
whole polygonal surface or to just a face
or collection of faces of the polygonal
UVs surface.
Faces Vertices
You can use polygonal surfaces for anything from game characters and
levels to stand-in geometry to feature CG characters. Game developers use
polygonal surfaces almost exclusively because they provide the combination
of light-weight models (with low memory usage in a game) and the ability to
easily apply different textures to different parts of the same surface.
Aliasing
In general terms, you can identify surface aliasing by images with jagged
edges or textures, or by flickering surfaces in an animation. There are many
kinds of aliasing, like grainy surfaces, flickering, and jaggedness.
Aliasing is a natural outcome of point sampling, and you can control how
much or how little aliasing occurs in your rendered frames. There are many
kinds of aliasing, and as many different approaches to controlling or fixing
aliased images. Maya separates edge aliasing from shading aliasing to give
you more control over image quality and performance.
Some solutions to control aliasing are time-expensive, and increase render
times. Try to find the solution that gives you the best balance between image
quality and performance.
We recommend that you read the entire troubleshooting section at the end of
this chapter and the troubleshooting card to familiarize yourself with the
different kinds of aliasing, and how to fix them in Maya. See
“Troubleshooting surfaces” on page 187.
Color
Use RGB (Red, Green, Blue) or HSV
(Hue, Saturation, Value) values to define
a surface color, or you can map a texture
or file texture to a material.
See “Color” on page 125.
Shininess
If a surface is shiny it can have
highlights, or hard reflectivity values.
The less shiny, the softer its reflectivity
and the less it reflects other surfaces.
See “Shininess” on page 128.
Bumpiness
A surface can appear bumpy or it
actually can have displacements in its
surface values.
See “Bump Mapping” on page 131 and
“Displacement mapping” on page 132.
Transparency
A surface can be transparent or opaque.
When raytracing a transparent surface,
light rays that penetrate the surface
bend, and the light is refracted.
See “Transparency” on page 140.
Self-illumination
Sometimes when light strikes a surface,
the surface appears to be lit from within,
or it appears to have a glowing halo.
See “Self-Illumination” on page 143.
Motion blur
A fast moving surface captured by a
camera appears blurred.
See “Motion blur” on page 147.
COLOR
You can define color with RGB or HSV values or by mapping a texture or
file to the color attribute.
This section contains the following information:
• “The Color Chooser” on page 126
• “The Surface Shader” on page 126
• “Textures and file textures” on page 127
Surface Shaders
Use a Surface Shader to connect a
surface’s color with a non-rendering
attribute, like a Transform. The surface
color changes as the surface moves.
See “The Surface Shader” on page 126.
Textures
Map a texture to a material’s Color, and
then adjust or tune the texture.
See “Textures and file textures” on page
127.
File textures
Use an image file to drive the color of a
material.
See “Textures and file textures” on page
127.
3 Select a color.
4 Connect the Surface shader to the Color of one or many materials. See also
“Connecting nodes” on page 16.
Note
If you map a texture (for example a checker) to a material’s Color attribute
and adjust the texture’s Translate Frame and Coverage placement
attributes so that the checker does not cover the entire surface, you will
notice a grey color underneath when the checker is rendered. The grey
color comes from the texture’s Default Color attribute, located in the Color
Balance section of its Attribute Editor. In Maya, if the coverage does not
contain the texture, the Default Color of the texture (not the surface
material) is used. To fix it, you can map the Default Color, or you can
change the color using the Color Chooser.
SHININESS
Some surfaces are shinier than others (for example a wet fish has a shinier
surface than a dry leaf). Depending on how shiny a surface is, it reflects light
in different ways.
Tip
The Blinn material is the best to use for shiny surfaces in animations.
Highlights on other specular materials, like Phong and PhongE, may
flicker when animated.
Highlights
The size of a specular highlight on a
surface makes the surface look either flat
or shiny.
See “Surface highlights” on page 129.
Highlight color
You can control the color of highlights
on surfaces.
See “Surface highlights” on page 129.
Reflections
You can control the degree of reflectivity
as well as other surface properties like
refracted color. To get true reflections,
you must raytrace your scene.
See “Reflections” on page 130.
Surface highlights
Only materials with specular attributes (Anisotropic, Blinn, Phong, and
PhongE) have surface highlights. The ‘specular’ highlight is the white shiny
glow on the material.
To control highlights:
1 Create a specular material (Anisotropic, Blinn, Phong, or PhongE) and open
its Attribute Editor.
2 Adjust the attributes in the Specular Shading section to get the look you
want.
Reflections
You can simulate real reflections by using reflection maps. You can also
create photorealistic reflections by raytracing (but raytracing is slower).
6 Perform a test render to see the results. If you want the sphere to reflect the
ground plane, open the ground plane’s Attribute Editor and turn on Render
Stats > Visible in Reflections.
BUMP MAPPING
All surfaces have texture, though some are smooth and some bumpier (for
example, the difference between an orange peel and the skin of an apple). In
some cases you can simulate the look of a bumpy surface, while in other
cases you want to actually displace the surface of an object.
Note
When you are using a file texture that has a mask file that does not
resemble the RGB image, the result may be a bump that corresponds to the
mask information, which is not what you expect. To fix this, remove the
image file’s mask channel.
DISPLACEMENT MAPPING
Displacement mapping changes the surface of your geometry. When viewed
in silhouette, you can see the displacement of your surface.
A displacement map is similar to a bump map—the surface to which it is
mapped is displaced along the normals. The displacement height is the
alpha value of the texture map by default. If you turn on Alpha is
Luminance for the texture, the displacement height results are based on the
intensity of the pixels in the texture map.
The difference is that displacement mapping changes the surface by moving
its vertices while bump mapping only changes the surface’s normals. When
you displacement map a texture, the map actually affects the geometry of
the object. With displacement maps, the silhouette of the surface is consistent
with the rest of the surface, unlike bump maps. You can also get shadows
and reflections of the displacement on objects.
To adjust the attributes for a displacement mapped object, select the object
and open its Attribute Editor, then open the Displacement Map section of
the editor.
See the online Maya Reference: Rendering book for details about setting
displacement shader attributes.
Notes
• You should avoid using Environment textures for displacement
mapping. Maya will not stop you from doing so, but the basic
characteristics of environment mapping preclude accurate
calculations when used for displacement mapping.
• To avoid displacement texture “popping,” make sure the surface’s
Use Min Screen attribute is turned off in the Secondary Tessellation
Attributes section of its Attribute Editor. Use Min Screen tessellates
a surface based on its distance from the camera and uses the screen
space to determine how much tessellation is required (as opposed
to object or world space). If the surface is moving toward or away
from the camera and Use Min Screen is on, the tessellation changes
over time, and the displaced texture “pops.”
Tips
• Although you can use the 2D and 3D textures Maya provides, you
can also load a 2D File texture of your own.
• Displacement mapped texture results do not display in hardware
texturing mode (the view) unless temporarily mapped to a
material’s channel.
After
displace-
ment
mapping.
Before
displacement
mapping.
Hypershade
view.
Displacement maps take longer to render than bump maps because they
actually alter the shape of surfaces to which they are assigned, creating
complex surface detail. Displacement occurs along the surface normals
according to the intensity of the pixels in the texture map.
Tip
To achieve high-quality displacement mapping, you must set the
tessellation values relatively high. However, this increases rendering times
and requires more memory.
4 In the Tessellation section of the object’s Attribute Editor, you can increase
the tessellation by increasing the U and V Division Factor values.
Although increasing the tessellation values slows down the renderer, you
must increase the tessellation to achieve accurate results for displacement
surfaces.
5 In the Anti-aliasing Quality section of the Render Globals window, set
Presets to Production Quality.
6 Perform a test render.
Tip
Since the above example resembles a tree, you may want to connect the
displacement map to another attribute, such as Ambient Color, and change
the material’s Color to green.
Note
Make sure to turn on Options > Auto-connect in the Connection Editor to
put the editor in automatic mode.
7 Select Right Side Filters > Show Hidden, to display the node’s hidden
attributes.
8 Click the left side node’s Out Normal attribute, then click the right side
node’s Normal Camera attribute to make the connection. This connects the
Bump 3d node to the “displacement” bump node.
9 Perform a test render.
TRANSPARENCY
Surface transparency can be a very obvious characteristic, such as a glass
surface, or rather subtle, such as a thin layer of dirt on a smooth surface.
Surface transparency
You can control the surface
transparency with a single attribute
slider, called Transparency. See
“Uniform transparency” on page 141.
Refractions
You control which surfaces appear
refracted. You must raytrace to get
refractions or reflections. See
“Refractions” on page 141.
Mapping transparency
When you map a material’s
Transparency attribute, the texture is
connected to the transparency and
determines which parts of the surface
are transparent. See “Mapping
transparency” on page 142.
Layered transparency
The Layered Shader lets you combine
one or more materials on a surface to
produce organic- or complex-looking
surfaces. See “Making metal using the
Layered Shader surface material” on
page 163.
Uniform transparency
To make a surface uniformly transparent:
In the material’s Attribute Editor, use the Transparency slider to adjust the
amount of transparency the surface has.
By default, the surface is completely opaque (in the Color field next to the
Transparency label, black represents opaque, and white represents
completely transparent).
Refractions
When raytracing, light rays bend when they penetrate transparent surfaces,
causing refractions.
You must have at least two surfaces to create true refractions. You can
control which surfaces have refractions and which don’t by turning on/off
Visible in Refractions in each surface’s Attribute Editor. Raytracing must be
turned on in the Raytracing Quality section of the Render Globals window
to render refractions.
To create refractions:
1 Create a sphere and a plane, and position the sphere in front of the plane.
Create a light to illuminate both surfaces.
2 Create a specular material (using Phong or PhongE) and assign it to the
sphere.
3 Set the material’s Transparency attribute to white. The sphere will be
transparent and allow light to penetrate its surface. This will cause the light
rays to bend, and refract the plane’s surface.
4 Open the plane’s Attribute Editor, and turn on Render Stats > Visible in
Refractions. (Visible in Refractions is on by default when you create new
surfaces.)
5 Create a material and assign it to the plane. The plane will be visible through
the sphere, but its surface will be refracted.
6 Map a checker texture to the plane, so you can see the refracting of the
checker squares through the sphere.
7 In the Raytracing Quality section of the Render Globals window, turn on
Raytracing. This tells Maya to raytrace any surface whose Visible in
Reflections/Refractions is turned on.
8 In the Raytrace Options section of the sphere’s material Attribute Editor,
turn on Refractions, and set the following attributes:
Refraction Limit 6
Reflection Limit 4
Mapping transparency
To make a surface with varied transparency:
1 Create a material and open its Attribute Editor.
2 Click the map button next to the Transparency attribute, and create a 2D or
3D texture.
The texture’s Out Color information is piped to the material’s Transparency.
By default, parts of the texture that are black will be opaque, and where the
texture is white it will be completely transparent.
SELF-ILLUMINATION
Many surfaces appear to have a quality of self-illumination, while others
appear to glow. For example, on a dark night the sun’s rays light the moon,
giving it the appearance of being illuminated from within, and if you look
far into the night sky distant clusters of stars appear to have a glowing aura.
Glow attributes define the type of glow produced from light reflecting off a
surface, or from surface incandescence.
3 Click the color field next to the Incandescence label, and create an orange
color.
The Incandescence slider controls the Value channel, so you may have to
adjust the Incandescence Value to get the look you want.
4 Use the slider to decrease the incandescence level, so only a little bit of
orange glow appears.
5 Perform a test render.
Only a dull, flat surface is rendered, which is the result of only the surface’s
incandescence.
6 Create a light to shine on the material.
7 Perform a test render.
8 The surface now has a color, as well as an orange internal light source.
Hide Source
Occludes the surface; the glow is
rendered.
Glow Intensity
Controls the brightness of the glow.
Low High
Note
Glow is a post process, so when you render a surface with glow, it will
take extra time before the glow appears in the image.
Tip
In the material’s Attribute Editor, set the Incandescence attribute to give
the surface a 3D quality.
3 Render the scene (select Render > Render into New Window).
The glow intensity normalization factor and halo intensity normalization factor are
printed in the Maya command shell or DOS window. They look similar to
this sample:
glow intensity normalization factor = 0.0110171.
halo intensity normalization factor = 0.0243521.
These are the values that Maya will use if the Auto Exposure control is
turned off.
4 In the Shader Glow Attribute Editor, set the Glow Intensity and Halo
Intensity to the values for the glow intensity normalization factor and halo
intensity normalization factor.
5 Turn off the Automatic Exposure.
6 Render the scene again.
8/22 = 2
MOTION BLUR
We often associate blur in an image to the speed at which a surface was
moving when filmed. Blur is recorded when a surface moves while the
shutter of a camera is open. Maya can compute accurate real-world blur,
which can be an expensive operation, or it can compute an approximation of
real-world blur, which is much cheaper and very acceptable in some
situations.
3D motion blur
3D blur takes longer to render than 2D
blur, but it is more realistic looking
because it computes actual blur values.
See “3D motion blur” on page 148.
2D motion blur
2D blur, or fake blur, is a post process. It
looks more uniform, and not quite as
real, as 3D motion blur. 2D motion blur
is perfect for medium-to-far-away
surfaces, where level of detail is not
important.
See “2D motion blur” on page 149.
3D motion blur
3D motion blur computes accurate blur based on the camera’s Shutter Angle,
and the motion blur frame step (Blur By Frame). Use it when a surface is
turning (so a new part of the surface becomes visible), or when a surface is
moving and revealing another surface behind it.
2D motion blur
2D motion blur provides you with a fast way to approximate true (3D)
motion blur. Use 2D motion blur to create blur in the rendered image to
simulate the look of a real camera when some surfaces are moving while the
camera’s shutter is still open. 3D motion blur can be used, but it is slower
than 2D motion blur. 2D motion blur approximates the blur, but it is much
faster and can give appropriate results in many situations.
Note
If you want 2D motion blur off for some surfaces, open the Attribute Editor
for the surfaces and turn off Motion Blur in the Render Stats section.
Creating materials
The procedure to create a material is the same whether you create a surface
material, a volumetric material, or a displacement material.
To create a material:
1 Open Hypershade, and make sure Visor is open (by default, Visor opens as a
panel within Hypershade).
2 In Visor, open the Create folder and open the Materials folder.
Thumbnails of all the available materials are displayed.
3 Using the middle mouse button, drag a material from Visor into
Hypershade.
The new material is displayed in Hypershade. At this point, you can apply it
to a surface (see “Applying materials to surfaces” on page 161), apply a
texture to it (see “Applying textures to materials” on page 153), view other
nodes that are connected to it (see “Viewing nodes and node networks” on
page 5), and more. See “Finding scene problems and rendering scenes
faster” on page 44.
Normal textures
Normal textures cover surfaces as if the
surface were wrapped with paper.
See “Normal textures” on page 154.
Projection textures
Projection textures make a surface look
like a solid block of the texture, or as if
the texture is projected onto the surface
by a projection camera.
See “Projection textures” on page 155.
Stencil textures
Stencil textures are good for creating
labels, for example, to put on a flying
logo or other product. Stencil textures
typically use a file texture, though you
can also use 2D and 3D textures as well.
See “Stencil textures” on page 158.
Normal textures
To apply a normal texture to a material:
1 Create a material (see “Creating materials” on page 152).
2 In Visor, open the Create folder and open the Textures folder.
Thumbnails of all the available textures are displayed.
3 Using the middle mouse button, drag a texture from Visor into Hypershade
in one of the following ways:
• If you want to connect the texture to a material or another texture right
away, either Ctrl-drag the texture onto the material swatch in Hypershade
(this makes the default connection), or, to make an explicit connection, drag
the texture onto the material swatch in Hypershade. A connection menu is
displayed. Select the input connection you want (select color if you want the
material to look like the texture). A connection line is displayed. If you hold
the cursor over the connection line, the connected attributes are displayed.
• If you want to connect the texture later, drag it into Hypershade. The new
texture is displayed in Hypershade.
To smear a texture:
Connect the Out Alpha of a brownian (or other texture) to the Offset U and/
or Offset V attribute of another texture’s placement node.
You can also map the Repeat U and/or Repeat V on the placement node for
different smear effects.
Projection textures
The projection node is used to project a 2D texture map onto your 3D
surfaces, much like a projection camera would project an image onto an
object in front of its lens.
As the original surface moves or deforms, Maya uses the reference object to
move or deform the texture so that it matches the motion or deformation of
the original surface.
Stencil textures
The Stencil texture lets you use an image file as a surface texture; however, it
also lets you control a mask component, which lets you key out colors of
your image file. Use the Stencil texture for label mapping, or to overlay
different textures (and control which parts of the textures are visible).
Making a label
Label mapping is a technique of assigning a stencil texture to a material, and
mapping an image file onto it, while keying out the unwanted portions or
colors of the image file. For example, this technique is ideal for creating a
label on a beer bottle.
If the Image file has four channels (RGBA), then you can use the same file for
both the Image file and the Mask file. The RGB information will be used for
the image portion of the stencil and the A (alpha) will be used for the mask
portion of the stencil. If, however, the Image file has only three channels
(RGB), then you must create a separate Mask file.
You can create a mask file by converting the Image file to black and white
using a paint program (for example, VizPaint2D or StudioPaint). Although
you can use a color image file as a Mask (for example, you could use the
same file for both the Image and Mask), the level of transparency of the
mask will vary through the range of colors.
COMBINING MATERIALS
There are a few ways of combining more than one material on a single
surface. Some of these techniques tend to be memory intensive (for example,
layering using the Layered Shader) and may take longer to render.
Layering materials
You can layer materials to produce
realistic-looking surfaces by using the
Layered Shader.
See “Layering materials” on page 163.
Double-sided shading
You can shade each side of a NURBS
surface with a different material using a
double-sided shading technique.
See “Double-sided shading” on page
171.
Switch utilities
Switch utilities allow you to have several
objects share certain shading
characteristics and also have unique
characteristics for each object.
See “Switch utilities” on page 174.
LAYERING MATERIALS
There are a few ways to create a layered look for a material, one of which is
by using the Layered Shader. The Layered Shader lets you use more than
one material or texture to define different layers.
The Layered Shader surface material lets you create surface materials or
textures with different looks and layer them so they blend naturally
together. In this example, a pitted layer is combined with a crusty oxidized
layer and a colored layer, producing a surface that looks like worn volcanic
iron.
The vase is composed of three separate surface materials fused together by
the Layered Shader surface material. Each of the three contributing surface
materials occupies a layer in the final surface effect. Rendered separately,
you can see the effect each one contributes.
The Layered Shader also lets you share textures and files and their attributes
between layers. Subtle characteristics can be shared between layers, which
results in very natural-looking effects.
4 Add as many layers as necessary to build up the surface material for the
results you want.
In the following, only the two materials in the example are used to create a
simple, yet realistic-looking result.
Compositing Flag
The Compositing Flag composites the layers using layered shader or layered
texture mode. Since the shader nodes usually factor in their transparency
before they report a color, compositing in layered shader mode means the
transparency for layer “n” will be factored in layers “n+1”. Compositing in
layered shader mode means that the transparency for layer “n” will be used
at layer “n”.
LAYERING TEXTURES
Use Layered Texture if you want to create a texture consisting of two or
more of the textures already existing in the scene composited together in a
certain way using several Blend Modes.
The difference between the Layered Shader node with the Compositing Flag
set and Layered Texture is that when using Layered Shader, textures
typically consist of color and alpha. And even when used in layered texture
mode, the textures consists of color, transparency (not alpha), and glow. The
Layered Shader node can only blend/composite layers together— the
Layered Texture node provides numerous choices (see Layer is Visible).
3 Middle-mouse drag the Layered Texture swatch over the material swatch
and map it to a material attribute, such as Color.
4 Double-click the Layered Texture swatch to open its Attribute Editor.
• The first time you open the Attribute Editor for a Layered Texture, notice the
single green rectangle at the top left. This rectangle represents the texture
you map to an attribute. Click the box next to the Color attribute and select a
texture from the Create Render Node window that displays. The rectangle
turns blue and when you drag the cursor over the rectangle, the name of the
texture or file displays.
• Add additional layers by clicking in the Layered Texture Attributes section
of the Attribute Editor, or by dragging and dropping them from Visor or
Hypershade. Each time you add a layer, you can map a new texture or file to
that layer’s attributes.
5 Select a layer. Maya updates the Color, Alpha, Blend Mode, and Layer is
Visible attributes to reflect the properties of the selected layer.
6 Select a Blend Mode and view the results in the Render View as you make
changes.
The following is simply a visual representation of the original file textures
used to map the object and some of the effects that result from the changes
you can make.
Example
of just one
result
you can
achieve.
Middle-mouse-drag these
swatches to re-arrange layers.
• To change a specific layer’s texture attributes, click the tab at the top of the
Attribute Editor to access that texture’s attributes.
Layer is Visible
The Layer is Visible attribute specifies whether the layer should be taken
into consideration during computation of the result color and alpha of the
layered texture. If toggled off, it is as if the layer does not exist. Use this
when you want to verify how a particular layer looks by itself. See the
following examples.
Alpha is Luminance
This check box lets you specify that the Alpha should be the luminance of
the Out Color, as with other 2D textures, such as a File texture.The slider
value determines the extent of the blend. For instance:
Alpha = 0 results in the background texture
Alpha = 1 results in a full blend
Alpha = anything between 0 and 1 results in some background texture, and
some blend. This slider essentially controls an the Over Blend Mode of the
full blend on the background texture.
Hardware Color
This lets you specify the color you want to objects using this texture to
display in the view while in hardware shading mode (not hardware
texturing mode).
Blend Modes
Blend Modes are supported by the layered texture and layered shader
nodes. Using one of these blend modes, you can define how each layer in the
layered texture and layered shader blends with the underlying layer.
The Blend Mode specifies how the currently selected layer blends with the
layers behind it. See the online Maya Reference: Rendering book for details
about using the Layered Texture node and the blend mode descriptions.
DOUBLE-SIDED SHADING
Double-sided shading lets you shade a surface with one material on one side
and a different material on the other side. This is the only way you can apply
more than one material to a NURBS surface.
Note
You can apply more than one material to polygonal models at the face
level. See “Polygonal surfaces” on page 121 and “Applying materials to
surfaces” on page 161.
5 Middle-mouse drag the Crater texture onto the Condition utility, and in the
Connection Editor, connect the Crater’s Out Color to the Condition’s Color 2
attribute.
6 Middle-mouse drag the samplerInfo utility swatch over the Condition utility
swatch to open the Connection Editor.
7 In the Connection Editor, click the Flipped Normal attribute then click the
Condition’s First Term or Second Term attribute.
SWITCH UTILITIES
Switch utilities have two main functions in Maya. First, they allow more
than one image file to be mapped to a single shading group, such that each
image file is assigned to a different surface. This is the way Switch utilities
are used in conjunction with StudioPaint. When you import and paint a
Maya model in StudioPaint, it automatically creates one texture (image file)
for each pickable surface (there are a few exceptions, so please read the
StudioPaint documentation for details). When these textures are exported
back to Maya, each image file is automatically assigned to a shading group
via a shading switch (single or triple).
Secondly, several surfaces can share certain shading characteristics and also
have unique characteristics for each surface. For example, using a switch
utility, you can assign a single material to several surfaces but have a
different image file or color channel mapped to each surface.
Note
You will not see your shading switch assignments in hardware texture
mode.
4 Open the Leather texture’s Attribute Editor and using the right mouse
button, click on the Crease Color text label and select Create New Texture.
5 The Create Render Node window displays. Select Triple Shading Switch
from the Utilities tab. The Switch Attributes window displays. The Triple
Shading Switch utility accommodates the RGB channels of the color you
switch to.
6 Open the Outliner and use the middle mouse button to drag the cone you
want to texture with another color into the inShape column of the Switch
Attributes window. The cone’s name displays in the inShape column.
7 Click the row that contains the cone, then right-click and select Map Item, or
click the right mouse button over the inTriple column and select Map from
the pop-up menu.
8 The Create Render Node window displays. Select a texture, such as Marble,
from the Textures tab. The Marble texture’s Attribute Editor displays. The
Marble texture provides the color information used to shade the Crease
Color attribute of the cone in the inShape column.
To make the Crease Color as it was, or any other color or texture you
choose, in the Triple Shading Utility Attribute Editor, adjust the Default
attribute. The Default attribute controls the color of all surfaces not listed in
the inShape column. See the following example.
Continue to add the objects you want to texture and repeat the Map Item
selection to choose new textures from the Create Render Node window.
Adjust the textures as necessary to obtain the look you need.
The following shows the Hypershade shading groups and the rendered
result using six cones that now resemble party hats.
Cone 1 Cone 6
Cone 3
Cone 4
Cone 2
Cone 5
5 Select Double Shading Switch from the Utilities tab.The Double Shading
Switch Attribute Editor displays.
6 Open the Outliner and middle-mouse drag the objects you want to change
into the inShape columns. Select an object and right mouse click to select
Map from the pop-up menu.
7 Select the Place 2d Texture utility from the Utilities tab in the Create Render
Node window that displays. The Connection Editor displays.
8 Select the Repeat UV Output node from the place2dTexture column and
click the arrow for the Input [0] Input node to select Input[0]InDouble node.
You can select any node you want. This is just an example showing how the
first object can be changed.
Change the Repeat UV values to suit your needs.
Keep the IPR window open and in interactive mode (drag a marquee around
the area you want to update) to keep track of the results.
The following shows all five revolved surfaces’ Repeat UV settings changed
using the Double Switch Utility node.
Note
The Marble’s Vein Width default value changes to match the Default value
in the Single Shading Switch’s Attribute Editor, which is 0.000. Change the
Default value to the Marble texture’s default Vein Width value (0.100) to
see the original result.
5 Right-mouse click over the object’s name and select Map from the pop-up
menu, or select the Map Item button.
6 Select the Luminance Color Utility from the Create Render Node window.
The Luminance Attribute Editor displays.
7 Adjust the Luminance value and notice how the selected object changes in
the IPR render view.
To change the Default value for the other objects in the Single Shading
Switch shading group:
Simply type a value to change the default (or a value you already typed) and
all the objects in the scene use that Luminance value.
TROUBLESHOOTING SURFACES
There are many common problems that you may notice in a rendered image
that relate to surfaces.
Use the Paint Textures Tool to paint renderable attributes such as color,
bump, transparency, and specular color, on either polygons or NURBS. You
can also paint on file textures assigned to your objects.
Note
For polygonal objects, you must have non-overlapping UVs which fit
within the 0 to 1 texture space to achieve expected results. See Using Maya:
Polygonal Modeling for details about polygons.
See Using Maya: Essentials for information on how to set Paint Texture Tool
options common to Artisan tools, such as pressure sensitivity in the Stroke
tab, and the hotkeys such as b to resize the brush, or alt F to flood the
surface.
In this chapter:
Example:
Scene name: myPaintScene
Shape names: ballShape, planeShape
Attributes: color, transparency
Resulting texture names:
myPaintScene_ballShape_color.iff,
myPaintScene_ballShape_transparency.iff,
myPaintScene_planeShape_color.iff,
myPaintScene_planeShape_transparency.iff
.iff is the default file format. When you Assign Textures you can choose to
save the file as Maya IFF (the default), SGI, SoftImage, TIFF, Alias PIX, GIF,
RLA, JPEG, EPS, and Quantel.
Notes
• A bump map attribute displays as normalCamera in the scene name.
• If the original textures were not a power of 2 in each dimension
(such as 512 x 512, 256 x 128), Maya resizes the copies to the
nearest power of 2. This makes the Paint Textures tool more
efficient.
• If you change the shape or scene name, for example by renaming a
surface, or by saving the scene as a new name, the next time you
enter the Paint Textures tool, the textures are copied to the new
name.
• To ensure your textures are in sync with your scene name, you
should enter the Paint Textures tool and display each painted
attribute (such as color, bump) AFTER changing your scene name
using File > Save Scene As. This prevents you from overwriting the
newer scene’s textures if you return and edit an earlier version of
the scene.
Hypershade view.
Note
The texture size is currently limited to 2048 x 2048 and must be a power of
2 in each dimension. The default is 256 x 256. Smaller textures provide
faster performance.
5 By default, the Texture Attribute to Paint is Color. Select a color from the
Color Chooser and paint on the surface. You can use either UV texture mode
or Projective paint mode. Select the mode from the Misc tab.
Once you finish painting one attribute, you can paint another attribute.
6 Select Save Textures at any time to checkpoint your work—you can retrieve
the saved textures by pressing the Reload Textures button.
If AutoSave on Exit is not turned on (under the Misc tab), you are prompted
to save the textures when exiting the tool, or when selecting a new attribute
to paint. Maya saves the textures to the textures directory of the current
project with a name derived from the scene, the surface, and the attribute
being painted. You should not change the name of these textures.
Tip
For increased performance, hide the surfaces you are not painting.
Notes
• Flood ignores the selection and paints the entire polygonal mesh.
• If you want to change your selection, you must exit the Paint
Textures tool, make your new selection, and then re-enter the tool.
There is no need to re-assign the textures.
Painting a model
1 Select the tiara and enter the Paint Textures tool.
2 Select Color as the Texture Attribute to Paint, click the Assign Textures
button, and make sure 512 x 512 is the size in the Assign File Textures
window.
3 Select a color from the Color Chooser, such as gold (click the Color Value bar
to open the Color Chooser) and paint the crown. Select Flood to complete.
4 Change the color (drag the slider to make it darker), lower the opacity value
and paint some dirt.
Painting transparency
The gemstones are semi-transparent. Use this method to paint them.
1 Shift-select the faces of the gemstones.
2 Select Transparency and Assign Textures, 512 x 512.
3 Flood the tiara with black, select Color and paint the four stones light grey.
Note
Reflection is only available in UV Texture Mode and provides good results
only when the UVs are symmetrical in texture space.
This next step is optional. You can also open the Render View outside of the
panels and when you click Maya’s select icon to get out of the tool, the IPR
view updates.
4 Select the panel layout Persp/RenderView. Select
Panels > Layouts > 2 Side by Side, Panels > Perspective >persp in one view
and Panels > Render View in another view.
5 Marquee-select some pixels at the front of the tiara in the Render View, then
click the IPR icon to IPR render.
6 In the perspective view, click the tiara and Flood with a mid grey color.
7 Select a slightly darker grey and paint ornamental swirls on the front of the
tiara. Repeat this using a lighter grey color. Change the Shape of the brush if
you want.
Color BumpMap
Transparency Reflectivity
Incandescence Diffuse
Ambient Color
Reflected Color
Result in view.
5 Select Incandescence and assign a texture to the plane. Choose a color and
paint hair all over the plane.
8 Open the Ramp texture’s Attribute Editor and click the bottom color dot.
From Hypershade, middle-mouse drag and drop the first file texture (the
face) onto the Selected Color attribute.
Click the bottom color dot and drag and drop the second file texture (the
hair) onto the Selected Color attribute.
Note
If you have painted multiple surfaces, drag the switch node instead.
To test the results, open the Ramp texture’s Attribute Editor and drag the
color dots up and down. Notice how the face and hair fade in and out as you
drag.
Note
If you want to use the texture on a full-color (RGB) attribute, make sure
you choose to paint an attribute, such as Incandescence, which has three
channels. See the table under the heading “Texture attribute availability”
on page 202 for details.
Assigning textures
You must click this button once you have selected an object or objects (or
faces) and an attribute to paint. If you have not previously painted or
assigned file textures to one or more of the surfaces, a warning prompt
displays in the Command Feedback line:
Some surfaces have no file textures assigned.
Saving textures
Click the Save Textures button at any time to checkpoint your work. You can
also determine when you want to save the texture, meaning when you exit
the tool or when you’ve finished a stroke. Under the Misc tab in the Tool
Settings window, the AutoSave section contains two options: AutoSave on
Exit (on by default), and AutoSave on Stroke.
AutoSave on Exit—Saves the textures when you exit the Paint Textures
Tool, or when you select a new attribute to paint.
If off, Maya prompts you to save the textures when you exit the tool or select
another attribute.
AutoSave on Stroke—This option is off by default. Turn this option on if
you want to save each stroke you paint on the object. Use this option when
IPR rendering. As you release the stylus (or mouse) at the end of each stroke,
the texture is updated and the IPR render refreshes to reflect your changes.
Note
Turn this option on only in circumstances when you know you will not be
making too many errors because you cannot undo your strokes when this
option is on.
Reloading textures
Click the Reload Textures button to retrieve any textures you saved (if you
clicked the Save Textures button).
Notes
• You will have to assign textures for each attribute you choose to
paint the first time you choose to paint that attribute.
• When painting grayscale attributes such as bump, the color you
paint with automatically converts to grayscale.
You use a camera to both look at the world and record the world. To look at
the world from a camera’s point of view, you look into the camera’s
viewfinder. When you take a photograph, you are recording a 2D image of
the 3D world from the camera’s point of view onto film or videotape.
There are two types of real-world cameras: still picture and motion picture.
Still picture cameras record a single image at a time. Motion picture cameras
record a continuous series of images (usually 24, 25, or 30 images per
second) that, when played back in sequence, create the illusion of motion.
In Maya, you use a camera to either look at a scene or render a scene, or both.
To look at a scene from a camera’s point of view, you look at the camera’s
view. When you render a scene, you are creating and recording a digital 2D
image of the 3D scene from a camera’s point of view onto your computer’s
disk.
In this chapter:
INTRODUCTION TO CAMERAS
View
A view represents the view from a
specific camera. You use views to look at
your scene as you create it. A scene can
contain several cameras, and therefore
several views. Objects in a view appear
as wireframe or shaded objects.
Rendered image
You render a scene by rendering a view
from a specific camera. Usually you use
several cameras to look at your scene
when you’re creating it, but only one
camera to render your scene when it’s
finished.
There are two types of cameras in Maya: orthographic and perspective. Both
types of cameras can render either a single image or a continuous series of
images.
Perspective camera
Perspective cameras are similar to real-
world cameras. They represent the effect
of perspective. When an object is near the
camera it appears larger than when it is
far from the camera. You use a
perspective camera to look at your scene
as you create it, and to render your scene
when it’s finished.
Orthographic camera
Orthographic cameras are not like real-
world cameras. They do not represent
the effect of perspective. An object
viewed from an orthographic camera
appears to be the same size no matter
how near or far it is from the camera.
You use orthographic cameras to look at
your scene as you create it. (For
example, you can use an orthographic
camera to see the relative size of objects
or to align objects.)
When you first start Maya, or create a new scene, by default the scene
contains four cameras (and views): three orthographic cameras (side, top,
and front) and one perspective camera (persp). You can, however, create
additional cameras.
Notes
• If you are creating a camera that you plan to animate, see
“Creating a camera to animate” on page 215.
• To set camera properties as you create the camera, select
Create > Camera - ❐. See “Setting up a camera” on page 224.
Camera eye
The camera eye is the camera unit itself, which travels along the motion path to
which it is assigned. The motion path determines the position of the camera
at any given time in relation to the scene. For example, the design of the
motion path lets you move the camera closer to or further away from an
object in the scene. To visualize, think of yourself walking along with a
camera taking pictures: the route you follow would be the motion path.
Camera view
The camera view is the focus point of the camera — where the camera is
looking at any given time. If the camera view is not assigned to a motion
path of its own, then the view is always directly in front of the camera.
Think of yourself walking through a scene without ever pivoting your head,
your view is always directly ahead of your body. By assigning the view to a
motion path of its own, you can change the view point of the camera at any
time in relation to the camera position.
Camera up vector
The camera up vector is the current angle of the camera at any given time in
relation to the camera eye. The camera up vector is the direction from the
camera’s eye to the camera’s up. If the camera’s up is not assigned a motion
path of its own, the camera remains parallel to the path that the eye has been
assigned to at all times. By assigning the camera up to an independent motion
path, the camera can be pivoted to any angle up to 360 degrees. This can be
likened to a camera on a tripod except that the tripod could pivot a full 360
degrees.
This section contains the following information:
• “One-node cameras” on page 216
• “Multi-node cameras” on page 216
One-node cameras
When you create a camera, by default, it is a one-node camera. A one-node
camera has one node that controls its position and direction (the transform
node).
A one-node camera is usually fine for rendering still images or for
animations in which the camera does not move or the camera’s motion is
very simple. However, you may find that a one-node camera is difficult to
animate for more complicated movements because you cannot easily control
the point that the camera looks at or the camera’s up direction.
To animate a one-node camera and control the point that the camera looks at
the camera’s up direction, you need to use constraints. A constraint is a way
of controlling, or constraining, an object’s position, orientation, or scale based
on the position, orientation, or scale of another object. (For information on
using constraints, see Using Maya: Character Setup.)
Multi-node cameras
Instead of animating a one-node camera using constraints, you may find it
easier to animate a two-node or three-node camera.
A two-node camera has two nodes that control its position and direction,
and a three-node camera has three. These extra nodes allow you to easily
control the point that the camera looks at and the camera’s up direction, and
make animating the camera much easier.
Note
After you have created a camera, it is difficult to change whether it is a
one-node, two-node, or three-node camera.
Camera views
You look at the world from a camera’s point of view by looking into the
camera’s viewfinder. In Maya, you look at a scene from a camera’s point of
view by displaying the camera’s view, either in a panel or in a separate
window. For more information on arranging views, see Using Maya:
Essentials.
No view guides
By default, a camera’s view does not
include any view guides.
Film gate
The Film Gate view guide indicates the
area of the camera’s view that a real-
world camera would record on film. The
dimensions of the film gate represent the
dimensions of the camera aperture. The
film gate view guide indicates the area
of the camera’s view that will render
only if the aspect ratios of the camera
aperture and rendering resolution are
the same.
Resolution gate
The Resolution Gate view guide
indicates the area of the camera’s view
that will render. The dimensions of the
resolution gate represent the rendering
resolution. The rendering resolution
values are displayed above the
resolution gate view guide.
Field chart
The Field Chart view guide represents
the twelve standard cel animation field
sizes. The largest field size (number 12)
is identical to the rendering resolution
(the resolution gate).
Safe action
The Safe Action view guide indicates the
region that you should keep all of your
scene’s action within if you plan to
display the rendered images on a
television screen. The safe action view
guide represents 90% of the rendering
resolution (the resolution gate).
Safe title
The Safe Title view guide indicates the
region that you should keep titles (text)
within if you plan to display the
rendered images on a television screen.
The safe title view guide represents 80%
of the rendering resolution (the
resolution gate).
Tip
To change the amount of space visible outside a view guide, in the Film
Back section of the camera’s Attribute Editor, adjust the Overscan attribute.
Camera icons
A camera icon represents the position and direction of a camera in a view.
Camera icons are not visible by default.
Note
A camera’s icon is never visible in its own view. You can only see a
camera’s icon from another camera’s view.
Up Direction Point
Center of Interest
Center of Interest
Two-Node Camera
Three-Node Camera
Camera manipulators
Camera manipulators allow you to interactively adjust certain camera
attributes. Click the Show Manipulator tool icon on Maya’s Status Line for a
selected camera to see the manipulators.
Cycling index
Click the Cycling Index manipulator to
display each of the camera’s three types
of manipulators: Center of Interest/
Camera Origin, Pivot, and Clipping
Planes.
The position of the dash on the Cycling
None Center of Interest/ Index indicates which manipulator is
Camera Origin displayed.
Pivot
Move the Pivot manipulator and then
click on it to change the point that the
camera pivots about when you move the
camera or the center of interest. Click the
Pivot manipulator again to disable the
pivot point.
Clipping planes
Move the two parts of the Clipping
Planes manipulator to change the
location of the near and far clipping
planes.
See “Setting a camera’s range” on page
234.
SETTING UP A CAMERA
Every camera has certain basic physical characteristics that do not change
(for example, the camera’s film format: 16mm, 35mm, 70mm). You select a
specific camera for its basic physical characteristics based on how you plan
to use the film or video in post-production and how you plan to present the
finished film or video.
In Maya, you can change all characteristics for a camera at any time.
However, you usually set a camera’s basic characteristics when you first
create it. You set these characteristics based on how you plan to use the
rendered images in post-production and how you plan to present the
finished film or video. For example, if you plan to render a scene and then
combine it with live action, you will need to set up Maya’s camera to match
the real-world camera used to record the live action.
To set up a camera:
1 In the Film Back section of the camera’s Attribute Editor (View > Camera
Attribute Editor), select a preset Film Gate (for example, Super 16mm). Maya
automatically sets the following camera attributes. If you do not see an
appropriate preset Film Gate, you must set these attributes manually.
Camera
Aperture The height and width of the camera’s aperture or film
back, measured in inches. The Camera Aperture controls
the relationship between Focal Length and Angle of View.
Film Aspect
Ratio The ratio of the camera aperture’s width to its height.
When you set the Camera Aperture values, Maya
automatically updates the Film Aspect Ratio (and vice
versa).
Lens Squeeze
Ratio The amount that the camera’s lens compresses the image
horizontally. Most cameras do not compress the image
they record, and their Lens Squeeze Ratio is 1. Some
cameras (for example, anamorphic cameras), however,
compress the image horizontally in order to record a large
aspect ratio (wide) image onto a square area on film.
Tip
Turn on the Film Gate view guide in the Display Options section of the
camera’s Attribute Editor. See “Camera view guides” on page 218.
The Film Gate represents the region of your scene that a real-world camera
would record. It does not usually represent the region of your scene that the
Maya camera will render.
2 In the Resolution section of the Render Globals window (Window > Render
Globals), select a preset Render Resolution (for example, 640 x 480). Maya
automatically sets the following attributes. If you do not see an appropriate
preset Render Resolution, you must set these attributes manually.
Width, Height The width and height of the image you want to render,
measured in pixels. The ratio of the width and height is
the image aspect ratio. When you set the Width, Maya
automatically updates the Height (and vice versa) if
Maintain Width/Height Ratio is on. When you set the
Width or Height, Maya automatically updates the Device
Aspect Ratio (if Lock Device Aspect Ratio is off) or the
Pixel Aspect Ratio (if Lock Device Aspect Ratio is on).
Device Aspect
Ratio The aspect ratio of the display device you will be viewing
the rendered image on. The device aspect ratio represents
the image aspect ratio (see above) multiplied by the pixel
aspect ratio (see below). Device Aspect Ratio and Pixel
Aspect Ratio are related; when you set the Device Aspect
Ratio, Maya automatically updates the Pixel Aspect Ratio.
Pixel Aspect
Ratio The aspect ratio of the individual pixels of the display
device you will be viewing the rendered image on. Most
display devices (for example, a computer monitor) have
square pixels, and their Pixel Aspect Ratio is 1. Some
devices, however, have non-square pixels (for example,
digital video has a Pixel Aspect Ratio of 0.9).
Tip
Turn on the Resolution Gate view guide in the Display Options section of
the camera’s Attribute Editor. See “Camera view guides” on page 218.
Tips
• Turn on the Resolution Gate view guide to see the area of your
scene that will actually render. See “Camera view guides” on page
218.
• By default, you cannot undo or redo all camera movements. To
undo or redo all camera movements, turn on Journal Command in
the Display Options section of the camera’s Attribute Editor, or in
the camera’s view select View > Camera Settings > Journal.
Tracking
Moves the camera left, right, up, or
down. The scene in the camera’s view
moves in the opposite direction. See
“Tracking a camera’s view” on page 229.
2D tracking
Moves the camera’s film back; the
camera does not move. The scene in the
camera’s view moves in the opposite
direction. Perspective, or the relative
orientation of objects in the scene, does
not change. See “Tracking a camera’s
view in two dimensions” on page 230.
• Select View > Frame Selection to track and dolly so that selected objects fill
the camera’s view.
• Select View > Frame All to track and dolly so that all objects in the scene fill
the camera’s view.
Note
The Film Gate, Camera Aperture, Film Aspect Ratio, Lens Squeeze Ratio,
Film Fit, Film Fit Offset, and Film Offset attributes also affect a camera’s
view; however, you should set these attributes only when you are first
setting up a camera. See “Setting up a camera” on page 224.
There are several ways you can set how a camera views its center of interest.
Tumbling
Changes the position from which the
camera views its center of interest. The
scene in the camera’s view appears to
rotate about the center of interest. See
“Tumbling a camera’s view” on page
232.
Rolling
Rotates the camera about its sight line.
The camera’s view rotates in the
opposite direction. See “Rolling a
camera’s view” on page 233.
Dollying
Moves the camera toward or away from
its center of interest. The scene in the
camera’s view becomes larger or
smaller. The relative size of objects in the
scene changes based on their distance
from the camera. See “Dollying a
camera’s view” on page 233.
Zooming
Changes the lens’s focal length; the
camera does not move. The scene in the
camera’s view becomes larger or
smaller. The relative size of objects in the
scene does not change. See “Zooming a
camera’s view” on page 233.
To roll a camera:
• Select View > Camera Tools > Roll Tool and drag left or right in the camera’s
view.
• Select the Rotate tool (or press the hotkey e) and rotate the camera’s icon
using the blue rotate manipulator.
Note
When you dolly an orthographic camera, the camera does not actually
move. Instead, the camera’s viewing plane increases or decreases in size.
The effect in the camera’s view, however, is the same as moving the
camera.
To dolly a camera:
• Using the left and middle mouse buttons, Alt-drag in the camera’s view.
• Select View > Camera Tools > Dolly Tool and drag in the camera’s view.
• Select View > Frame Selection to track and dolly so that selected objects fill
the camera’s view.
• Select View > Frame All to track and dolly so that all objects in the scene fill
the camera’s view.
To zoom a camera:
• Select View > Camera Tools > Zoom Tool and drag in the camera’s view.
• Adjust the camera’s Angle of View attribute or Focal Length attribute.
Note
The Camera Scale attribute also affects the amount of zoom.
Note
If part of an object is in front of the near clipping plane, then only the part
of the object beyond the near clipping plane will be visible. If part of an
object is beyond the far clipping plane, then the entire object will be visible,
including the part beyond the far clipping plane.
Tips
• Turn on the camera’s Clipping Planes manipulator (see “Camera
manipulators” on page 221). The dimensions of the Clipping
Planes manipulator represents the camera’s film gate, not the
rendering resolution, and may or may not indicate the region that
will actually render. See “Film gate” on page 218.
• The camera’s view only displays objects between the near and far
clipping planes.
Notes
• If the distance between the near and far clipping planes is much
larger than is required to contain all the objects in your scene, the
image quality of some objects may be poor. Set the Near Clip Plane
attribute to the largest value and the Far Clip Plane attribute to the
lowest value that still produces the desired result.
• If you set a camera’s clipping planes manually so that a shadow-
casting surface is beyond the far clipping plane, and a depth-map
shadow-casting light is illuminating the surface, the surface will
not render, but the surface’s shadow will render. To remove the
shadow, turn off Casts Shadows for the surface.
Note
When you render a scene from a camera that uses depth of field, the entire
scene will first render with all objects in sharp focus. Different objects in
the image will then be blurred based on their distance from the camera.
Focus distance
To change the distance from the camera
at which objects appear in sharp focus,
adjust the Focus Distance attribute. To
scale the Focus Distance attribute, adjust
the Focus Region Scale attribute.
Focus range
To change the range of distances from
the camera within which objects appear
in sharp focus, adjust the F Stop
attribute. (The smaller the F Stop, the
shorter the depth of field.)
Tip
To make the camera automatically focus on its center of interest (similar to
a real-world camera’s auto-focus function), connect the output of the
camera group node’s Distance Between attribute to the input of the camera
shape node’s Focus Distance attribute. This is only possible with two-node
and three-node cameras because one-node cameras do not have a camera
group node (see “Creating a camera to animate” on page 215 and
“Connecting nodes” on page 16).
Note
Changing your scene’s linear working unit will alter a camera’s depth of
field. Use the Focus Region Scale attribute to compensate for any changes
you make to your scene’s linear working unit if you want to maintain the
same depth of field. For example, if you change your scene’s linear
working unit from centimeters to meters, change the Focus Region Scale
value from 1 to 100. The Focus Region Scale attribute can also make
controlling a camera’s depth of field easier over very long distances (for
example, stars and planets) or very short distances (for example,
microscopic close-ups).
In this chapter:
BACKGROUND
A background is what appears behind the objects in a scene. You can also
use a background as a temporary reference for modeling or animating
objects in your scene.
When you take a photograph in a studio, the background is often a two-
dimensional object. It may be a colored wall, a painted piece of fabric, or an
enlarged photograph of a real-world environment.
In Maya, when you render a scene, the background is also two-dimensional.
It may be a solid color, a procedural texture, or an image file.
This section contains the following information:
• “Creating a color background” on page 244
• “Creating a texture background” on page 244
• “Creating an image file background” on page 246
• “Removing a background” on page 252
Color background
A color background floods the
background of your scene with a solid
color (for example, black, white, or red).
Texture background
A texture background uses a 2D, 3D, or
environment texture to simulate a three-
dimensional background or
environment.
Usually you render the objects in a scene against a black background, and
later composite the rendered images with a more appropriate background
(for example, using Maya Composer or Maya Fusion).
In some cases, however, you may want to create a background in Maya,
either as a reference for modeling or animating objects in your scene (for
example, rotoscoping or motion matching), or because you don’t have access
to compositing software.
In Maya, a background is associated with a specific camera. When you create
a background, you create it for a specific camera. When you render your
scene from that camera, the background is included in the rendered image. If
you render your scene from a different camera, the background is not
included in the rendered image.
Note
If you use a 3D texture or an environment texture as a background and
animate the camera, the texture may change as the camera moves. To
prevent the texture from changing, parent the texture’s 3D placement node
to the animated camera. See also Using Maya: Essentials.
Important
Before you create an image file background, you should set up the camera
(see “Setting up a camera” on page 224), and possibly the camera’s view as
well (see “Setting a camera’s view” on page 227), so that it matches the
camera that was used to record the background image.
3 Click the folder button for the Image Name attribute.The file browser
displays.
4 Select the image file you want to use as a background, and click Open. Maya
connects the image file to the image plane.
Note
If a moving camera was used to record the original image files or movie
file that you want to use as a background, then you must match the
camera’s motion using Maya Live. See Using Maya: Live.
Note
It is also possible to create a 3D image file background so that the objects in
your scene accurately reflect the objects in the background image. See the
Note in the following procedure.
Note
To make the objects in your scene accurately reflect the objects in the
background image, do not use a Use Background material. Instead, assign
a Blinn or Phong material (for example) to the stand-in surfaces, and map a
File projection texture to Color (see “Projection textures” on page 155).
Map the background image to the Image attribute, set Proj Type to
Perspective, and set Link To Camera to the camera with the background
image.
This makes the stand-in surfaces have the same color as the objects in the
background image that they represent and makes the objects in your scene
accurately reflect the objects in the background image. However, it also
means you have to illuminate the stand-in surfaces properly to make them
look identical to the objects in the background image that they represent.
5 You can now make objects in your scene appear to move behind objects in
the background image by moving them behind the stand-in surfaces.
The objects in your scene also appear to cast shadows onto the objects in the
background image by casting shadows onto the stand-in surfaces (see
“Creating shadows” on page 82).
• To make objects in the background image appear to cast shadows onto
objects in your scene, in the Render Stats section of the stand-in surfaces’
Attribute Editor, turn on Casts Shadows (see “Creating shadows” on page
82).
• To make the objects in your scene appear to accurately reflect objects in the
background image, in the Render Stats section of the stand-in surfaces’
Attribute Editor, turn on Visible in Reflections (see “Shininess” on page 128).
(Visible in Reflections is on by default.)
• To make the objects in the background image appear to accurately reflect the
objects in your scene, in the Render Stats section of the objects’ Attribute
Editor, turn on Visible in Reflections (see “Shininess” on page 128). (Visible
in Reflections is on by default.)
Notes
• To display an image file background only in the view of the
camera that the background is connected to, set Display to looking
through camera.
• To display an image file background in the view of the camera that
the background is connected to, and as an icon in all other views,
set Display to all views.
Removing a background
You can easily remove a background from your scene.
ATMOSPHERE
Atmosphere is what surrounds the objects in a scene. It represents the effect
of fine particles (fog, smoke, or dust) in the air.
These particles affect the appearance of the atmosphere and the appearance
of objects in the atmosphere. In Maya, you can simulate the effect of
atmospheric particles using environment fog.
To simulate particles in the air that are illuminated by a particular light, use
light fog (see “Illuminated fog” on page 108).
Environment fog
Environment fog simulates the effect of
fine particles (fog, smoke, or dust) that
are in the air.
Color
To change the color of environment fog,
adjust the Color attribute.
Opacity
To change the amount that objects
within or behind environment fog are
obscured, adjust the Saturation Distance
attribute and the value of the Color
attribute.
Depth range
To make environment fog fill a specific
region (between two distances from the
camera), set Distance Clip Planes to Fog
Near/Far and adjust the Fog Near
Distance and Fog Far Distance
attributes.
Vertical range
To make environment fog fill a specific
vertical region, turn on Use Height and
adjust the Min Height and Max Height
attributes. To make the edges of the
region gradually blend, adjust the Blend
Range attribute.
Layers
To create variations in the density and
color of environment fog across the
camera’s view, turn on Use Layer and
assign a texture to the Layer attribute.
(You may need to limit the Depth Range,
and increase Volume Samples for the
environment fog shape, in order to see
the effect.)
TROUBLESHOOTING BACKGROUNDS
You may notice the following problem in the background of a rendered
image.
Before you can render a scene, you must select which camera to render from,
what properties rendered image files will have (for example, file names,
format), and where Maya saves rendered image files.
You may also want to set up your scene so that you can render various scene
elements separately and later composite the rendered elements together.
In this chapter:
Running MEL commands before and after rendering ... page 282
SELECTING A CAMERA
When you first start Maya, or create a new scene, by default the scene
contains four cameras (and views): three orthographic cameras (side, top,
and front) and one perspective camera (persp). When you render a scene, by
default, Maya generates a two-dimensional image, or series of images, only
from the persp camera’s view of the scene. If you created an additional
camera, by default, Maya does not automatically generate a two-dimensional
image, or series of images, from that camera’s view of the scene. You must
select which camera will generate images during rendering.
For more information on cameras, see “Cameras and Views” on page 211.
Note
You can also render from several cameras simultaneously; however, there
is no performance advantage to doing this.
To select several cameras to render from, in the Output Settings section of
the Attribute Editor of the cameras you want to render from, turn on
Renderable (and in the Output Settings section of the Attribute Editor of
the cameras you do not want to render from, turn off Renderable).
You can also select a camera (or several cameras) to render from when you
render from a UNIX shell or DOS window, using Render and the -cam
option. See “Render” in the Maya Rendering Utilities online documentation.
Note
Some image formats cannot include mask or depth channels; in these cases,
Maya may generate a separate mask or depth file (see “Rendered images
with color, mask, or depth channels” on page 268).
Alias PIX (als) Alias pix file format. Maya saves the image, mask, and
depth channels as separate files.
Cineon (cin) Cineon image file format. Maya does not create a mask
file or channel.
GIF (gif) Graphics Interchange Format. Maya saves the image and
depth channels as separate files. (Maya does not create a
mask file or channel.) GIF images may be up to 8 bits (256
colors) in depth and are always compressed.
Maya IFF (iff) Maya Image File Format with 8 bits per color channel.
Maya saves the image, mask, and depth channels in one
file. See “Maya Image File Formats” in the Maya File
Formats online documentation.
Maya16 IFF Maya Image File Format with 16 bits per color channel.
(iff) Maya saves the image, mask, and depth channels in one
file. See “Maya Image File Formats” in the Maya File
Formats online documentation.
Quantel (yuv) Quantel image file format. Maya saves the image and
mask channels in one file. The Quantel format outputs to
YUV. Maya can only output Quantel format images at
NTSC, PAL, YUV, or HDTV resolutions; if you select a
different resolution, Maya will save rendered images in
Maya IFF.
RLA (rla) Wavefront image file format. Maya saves the image,
mask, and depth channels in one file.
SGI (sgi) Silicon Graphics Image file format with 8 bits per color
channel. Maya saves the image and mask channels in one
file, and the depth channel as a separate file.
SGI16 (sgi) Silicon Graphics Image file format with 16 bits per color
channel. Maya saves the image and mask channels in one
file, and the depth channel as a separate file.
SGI Movie SGI movie file format. Maya can store a sequence of
images in an SGI Movie file. Maya only renders out
uncompressed SGI Movie files as these are the most
general for reading into other applications. This file
format is only available on IRIX.
SoftImage (pic) SoftImage image file format. Maya saves the image and
mask channels in one file, and the depth channel as a
separate file.
Targa (tga) Targa image file format. Maya saves the image and mask
channels in one file, and the depth channel as a separate
file.
Tiff (tif) Tagged-Image File Format with 8 bits per color channel.
Maya saves the image and mask channels in one file, and
the depth channel as a separate file.
Maya generates TIFF files that use TIFF 6.0 compression.
To generate uncompressed TIFF files, set the
IMF_TIFF_COMPRESSION environment variable before
starting Maya. Use uncompressed TIFF files when you
intend to read the images into an application that
requires uncompressed images (for example, ZaP!It) or
that supports the TIFF 4.0 standard.
Tiff16 (tif) Tagged-Image File Format with 16 bits per color channel.
Maya saves the image and mask channels in one file, and
the depth channel as a separate file.
Maya generates TIFF files that use TIFF 6.0 compression.
To generate uncompressed TIFF files, set the
IMF_TIFF_COMPRESSION environment variable before
starting Maya. Use uncompressed TIFF files when you
intend to read the images into an application that
requires uncompressed images (for example, ZaP!It) or
that supports the TIFF 4.0 standard.
name.001.iff
file format extension
frame number extension
file name
The file name is the base name for all image files in an animation. The frame
number extension represents the frame of the animation that the image was
rendered at. The file format extension represents the file format of rendered
images (see “Setting the file format of rendered images” on page 261).
You can control how Maya names rendered image files in the Render
Globals window. Whenever you change the file name, format of the frame
number extension, or the file format extension, Maya updates the preview
file name at the top of the Render Globals window.
Note
You can also set the file name of rendered files when you render from a
UNIX shell or DOS window, using Render and the -im or -p option. See
“Render” in the Maya Rendering Utilities online documentation.
To set the format (syntax) of the frame number extension and file
format extension of rendered images:
In the Image File Output section of the Render Globals window (Window >
Render Globals), set Frame/Animation Ext to the combination and order of
base name (name), file format extension (ext), and frame number extension
(#) you want rendered files to have.
Important
If you select an option that does not contain #, Maya will render a single
frame. If you select an option that contains #, Maya will render an
animation.
• Set Start Frame to the first frame that you want to render and End Frame to
the last frame that you want to render.
• Set By Frame to the increment between frames that you want to render.
• Set Frame Padding to the number of digits you want in frame number
extensions.
The file format extension is the standard file format extension for the current
Image Format setting.
To use a custom file format extension, in the Modify Extension section of the
Render Globals window, turn on Use Custom Extension and type the
extension you want to use in the field below Use Custom Extension.
Important
You should set the resolution and pixel aspect ratio of rendered images
when you are setting up the camera you want to render from, because
these settings affect the region of your scene that will render (see “Setting
up a camera” on page 224).
Width, Height The width and height of the image you want to
render, measured in pixels. The ratio of the width
and height is the image aspect ratio. When you set
the Width, Maya automatically updates the Height
(and vice versa) if Maintain Width/Height Ratio is
on. When you set the Width or Height, Maya
automatically updates the Device Aspect Ratio (if
Lock Device Aspect Ratio is off) or the Pixel Aspect
Ratio (if Lock Device Aspect Ratio is on).
Device Aspect Ratio The aspect ratio of the display device you will be
viewing the rendered image on. The device aspect
ratio represents the image aspect ratio (see above)
multiplied by the pixel aspect ratio (see below).
Device Aspect Ratio and Pixel Aspect Ratio are
related; when you set the Device Aspect Ratio,
Maya automatically updates the Pixel Aspect
Ratio.
Pixel Aspect Ratio The aspect ratio of the individual pixels of the
display device you will be viewing the rendered
image on. Most display devices (for example, a
computer monitor) have square pixels, and their
Pixel Aspect Ratio is 1. Some devices, however,
have non-square pixels (for example, digital video
has a Pixel Aspect Ratio of 0.9). Pixel Aspect Ratio
and Device Aspect Ratio are related; when you set
the Pixel Aspect Ratio, Maya automatically
updates the Device Aspect Ratio.
Tip
Turn on the Resolution Gate view guide by selecting View > Camera
Settings > Resolution Gate (or in the Display Options section of the
camera’s Attribute Editor). The Resolution Gate view guide represents the
region of your scene that the camera will actually render. To change the
amount of space visible outside the view guide, in the Film Back section of
the camera’s Attribute Editor, adjust the Overscan attribute (for example,
set it to 1.2). See “Camera view guides” on page 218.
For information on viewing color, mask, and depth channels, see “Analyzing
rendered images” on page 301.
Color channels
A color image consists of three channels
representing the amount of red, green,
and blue in the image. See “Color
channels” on page 270.
Mask channel
The mask channel represents the
presence and opaqueness of objects.
Areas that do not contain objects are
black, areas that contain solid objects are
white, and areas that contain partially
transparent objects are a shade of gray.
See “Mask channel” on page 270.
Depth channel
The depth channel represents the
distance of objects from the camera.
Objects that are close to the camera are a
lighter shade of gray than objects that
are far from the camera. See “Depth
channel” on page 271.
Color channels
You set whether rendered images contain color channels from the Render
Globals window.
Mask channel
You set whether rendered images contain a mask channel from the Render
Globals window. You can also directly control the mask value for individual
objects (for example, scale the mask value or set it to a constant value), or
indirectly control the mask value for individual objects by selecting objects
to render (see “Selecting individual objects or shadows to render” on page
279).
Note
If you plan on compositing rendered images (for example, using Maya
Composer or Maya Fusion), make sure the scene’s background is black (see
“Creating a color background” on page 244).
During rendering, Maya will first generate the mask channel, and then
multiply the mask values for the object by the Matte Opacity value. For
example, if Matte Opacity is 1, the mask values for the object will be
unchanged; if Matte Opacity is 0.5, the mask values for the object will be half
of their original values.
Depth channel
You set whether rendered images contain a depth channel from the Render
Globals window.
Note
If you are rendering images with a mask or depth channel, and the file
format of rendered images does not support mask or depth channels, Maya
may save the mask channel as a separate file in the mask directory of your
current project, and the depth channel as a separate file in the depth
directory of your current project. See “Setting the file format of rendered
images” on page 261 and “Rendered images with color, mask, or depth
channels” on page 268.
Note
You can also set the location where rendered files are saved when you
render from a UNIX shell or DOS window, using Render and the -rd
option. See “Render” in the Maya Rendering Utilities online documentation.
Film frames
Motion picture film projectors display an entire frame in one brief instant, by
shining light through the film. Most motion picture film systems display 24
or 25 frames per second.
If your post-production process and final presentation format do not involve
interlaced video systems (see Video fields next), you should render images
as frames. When you render images as frames, Maya will generate one
image file for each frame of an animation. By default, Maya renders images
as frames.
Video fields
Most video systems display an individual frame in two stages, first by
illuminating half of the phosphors on a television’s screen (every odd row
beginning with the first row), and then illuminating the remaining half of
the phosphors (every even row beginning with the second row). These two
“half-frames” are referred to as fields and the process of combining two fields
together is referred to as interlacing. NTSC and PAL video systems both use
interlaced fields. NTSC video systems display 30 frames per second, or 60
fields per second; PAL video systems display 25 frames per second, or 50
fields per second.
Because video systems display an individual frame in two stages, if you
render images as frames (that is, in one stage) and then display them on a
video system, the motion of fast moving objects may appear jerky or choppy.
If your post-production process or final presentation format involve
interlaced video systems, you should render images as fields. (If your
animation does not contain fast moving objects, you could try rendering
images as frames.) When you render images as fields, Maya will generate
two image files for each frame of an animation, one for each field. (Maya
renders a frame at time “x” by rendering one field at time “x” and one field
at time “x+0.5”.)
Important
The settings you use for rendering images as fields may depend on the
settings of hardware or software you will be using the images with, and how
they interlace fields together (for example, the interlace utility, compositing
software, or frame buffer device). Before you render an animation as fields,
perform a test render and use the test rendered images through your entire
post-production process (see “Test rendering” on page 286).
Even though Maya automatically sets these options automatically depending
on whether the Resolution is NTSC or PAL, if you encounter problems in the
animation where objects vibrate up and down, change the Zeroth Scanline
setting and test render the animation again. If this does not solve the
problem, or if objects in the animation vibrate left to right, try different
combinations of Field Dominance and Zeroth Scanline, and test render the
animation until the problem is solved.
Note
If you will be using Composer to composite images rendered as fields, you
must either interlace the fields together before importing them into
Composer, or render the images in Alias PIX or RLA format. You can only
import fields into Composer if they are in Alias PIX or RLA format. (In
addition, RLA format fields must be named name.1, name.2, name.3,
name.4, and so on, not name.1o, name.1e, name.2o, name.2e, and so on.)
See “Setting the file format of rendered images” on page 261.
Field Dominance Controls whether Maya renders odd fields at time “x”
and even fields at time “x+0.5” (Odd Fields First), or
even fields at time “x” and odd fields at time “x+0.5”
(Even Fields First). To render fields for NTSC
systems, set Field Dominance to Odd Fields First. To
render fields for PAL systems, set Field Dominance to
Even Fields first.
Zeroth Scanline Controls whether the first line of the first field Maya
renders is at the top of the image or at the bottom of
the image. Set Zeroth Scanline to At Top (unless you
encounter problems with a test rendered animation).
2 By default, Maya saves the two field image files by adding an “e” (for even
fields) and an “o” (for odd fields) onto your frame number extension or file
name (see “Setting the file name and extension of rendered images” on page
265). For example, name.001e.iff and name.001o.iff.
If automatic interlacing is done, the .e and .o files do not exist and the steps
to manually interlace are not necessary.
To use a custom extension for each field image file, select Custom Extension
and enter the extension you want to use for Odd Field and Even Field.
-a <# # #> The first frame, last frame, and increment between frames
that you want to interlace.
-d Specifies that the even field is the first field. If you do not
use the -d option, the odd field will be the first field. This
setting should be the same as the Field Dominance setting
you used in the Render Globals window.
The interlace utility combines each pair of “o” and “e” files into a single
image file.
For a complete list of interlace options, in a UNIX shell type:
interlace -h
For more information on interlace, see “interlace” in the Maya Rendering
Utilities online documentation.
Note
If you are raytracing a scene, it may be difficult to render elements of a
scene separately because objects need to reflect and refract other objects.
For example, the following scene was rendered as two separate elements
(foreground character and background character), and then composited with
a background image.
Composited Image
In general, you should plan to separate a scene into elements early in your
production process (for example, after storyboarding).
There are several methods you can use to control which objects will render.
This section contains the following information:
• “Selecting layers to render” on page 279
• “Selecting individual objects or shadows to render” on page 279
• “Selecting a range of objects and shadows to render” on page 281
For an example of rendering elements of a scene separately, and then
compositing the rendered images together, see “Example: Rendering two
layers and compositing them” on page 281.
Note
If you plan on compositing rendered images (for example, using Maya
Composer or Maya Fusion), make sure the scene’s background is black (see
“Creating a color background” on page 244).
Note
You can also render an individual layer when you render from a UNIX
shell or DOS window, using Render and the -l option. See “Render” in the
Maya Rendering Utilities online documentation.
To create a layer:
1 Select the objects you want to place in the new layer.
2 On the Layer Bar, click the New Layer button.
• If you want the object’s shadow to render (that is, the shadow that the object
casts onto other objects), in the Render Stats section of the object’s Attribute
Editor (or on the Render tab of the Attribute Spread Sheet), make sure that
Casts Shadows is on.
• If you do not want the object’s shadow to render (that is, the shadow that the
object casts onto other objects), in the Render Stats section of the object’s
Attribute Editor (or on the Render tab of the Attribute Spread Sheet), turn off
Casts Shadows (see “Removing shadows” on page 89).
Notes
• If you render shadows separately, use the mask channel of the
rendered shadow image in your compositing software to reduce
the brightness of another image (see “Mask channel” on page 270).
For example, in Maya Composer, you would use the mask channel
as part of a Brightness event (see the Maya Composer Lite online
documentation).
• When you are rendering from the Render View window, you can
render active objects only by setting Renderable Objects to Render
Active in the Render Globals window (Window > Render Globals).
Image
Mask
4 Layer the yellow pipes over the blue rings. Select the yellow pipes, then the
blue rings, and then select Event > Layer > Over.
5 You can refine the look of each element independently within Maya
Composer, instead of having to re-render the entire scene in Maya.
Important
When you are rendering a scene from within Maya, make sure you do not
specify a MEL command or script that includes delete operations or you
may accidently delete objects in your scene.
In this chapter:
Test rendering
Before you render an image or an animation, you should test render your
scene. Test rendering gives you a chance to detect and correct image quality
problems, and estimate and reduce the amount of time the final render will
take, before you spend a lot of time doing the final render. See also
“Previewing a scene and its elements” on page 2.
For example, if your animation begins at frame 1 and ends at frame 100, and
your final image resolution will be 640 x 480, and you want to test render the
animation by rendering every ten frames, type:
Render -s 1 -e 100 -b 10
If you want to test render the animation by rendering every frame at half
your final resolution, type:
Render -s 1 -e 100 -b 1 -x 320 -y 240
For a complete list of Render options, in a UNIX shell or DOS window, type:
Render -help
For more information on Render, see “Render” in the Maya Rendering
Utilities online documentation.
RENDERING A FRAME
You can render a single frame either from within Maya or from a UNIX shell
or DOS window. Before rendering, close all applications (including Maya, if
you are rendering from a UNIX shell or DOS window) to maximize the
amount of memory available for rendering. For more information on
Render, see “Render” in the Maya Rendering Utilities online documentation.
RENDERING AN ANIMATION
You can render an animation either from within Maya or from a UNIX shell
or DOS window. Before rendering, close all applications (including Maya, if
you are rendering from a UNIX shell or DOS window) to maximize the
amount of memory available for rendering.
Note
You cannot render across a network of Windows NT computers unless you
have the appropriate third-party software.
2 Enter a file name for the temporary scene file that Maya will save and use to
render and click Save/Render. The Dispatcher and Submit Job windows
display.
(If the Submit Job window is not displayed, in the Dispatcher window, select
Jobs > Submit.)
3 In the Submit Job window, set the following options:
Scheduling The order that your job will render relative to other jobs. A
Priority job with a high priority (for example, 100) will render
before a job with a low priority (for example, 0).
4 Click Submit.
The job is listed in the bottom section of the Dispatcher window. The
animation will render on all of the computers in the pool.
To submit additional jobs, in the Dispatcher window, select Jobs > Submit
and go to step 3 above.
For more information on Dispatcher and rendering an animation on several
UNIX computers, see “dispatcher” in the Maya Rendering Utilities online
documentation.
Tips
• Using more than one processor for rendering requires more
memory than using a single processor. When using more than one
processor, you may want to use the -mm option to increase the
maximum amount of memory used during rendering.
• A “-rep” command line option avoids rendering onto a filename
that already exists.
After rendering an image or an animation, you will want to view the result.
You may also want to view images as Maya renders them.
In this chapter:
Note
To properly view a frame or an animation rendered as fields, you must
interlace the two fields together. See “Setting rendered images as frames or
fields” on page 273.
To... Do this...
Make the image fill the Render View Select View > Frame Image.
window.
Display the image at its actual size. Select View > Real Size.
To... Do this...
Zoom into or out of the image. Alt-drag the image with the left
and middle mouse buttons, either
left (zoom out) or right (zoom in).
Note
In order to properly view a frame or an animation rendered as fields, you
must interlace the two fields together. See “Setting rendered images as
frames or fields” on page 273.
Important note
To use Fcheck to view a sequence of rendered frames whose file name is of
the form name.#.ext (in the Extension menu in Render Globals), you must
replace # with @ in the Fcheck command. Here’s an example:
fcheck -n 1 10 1 blue.@.iff
Key Description
Key Description
right arrow Goes to the next frame in the animation after the animation
was stopped using the spacebar.
Color image
To display the full color image in the
Render View window, select Display >
All Planes or click the Display RGB
Planes button.
To display the full color image in an
fcheck display window, press c.
See “Color channels” on page 270.
Luminance (grayscale)
To display the luminance as a grayscale
image in the Render View window,
select Display > Luminance.
To display the luminance as a gray scale
image in an fcheck display window,
press l (lower case L).
Luminance (embossed)
To display the luminance as an
embossed or bumpy image in an fcheck
display window, press n (normal bump)
or i (inverted bump). To increase the
amount of bump, press the up arrow
key. To decrease the amount of bump,
press the down arrow key.
Negative image
To display the negative image in an
fcheck display window, press c and then
press x. To display the normal color
image again, press x.
Depth channel
To display the depth channel in an
fcheck display window, press z.
See “Depth channel” on page 271.
Key Action
Key Action
Key Action
Shift+X With the mask displayed, press Shift and X to reverse the mask,
that is, black areas are shown in white and white areas are
shown in black.
Key Action
d Resets the image to the state it was in before you made changes
to the luminance, gamma and saturation. This undoes at once
all the changes made to all these items.
To troubleshoot a See...
problem with...
ANIMATION
tuning with IPR 151 changing where the camera eye 215
3D backgrounds 248 animation starts 299 camera up vector 215
first frame 301 camera view 215
3D motion blur 147, 148, 149
last frame 301 AutoSave on Exit
performance 186
playing as a round trip 301 Paint Textures Tool 209
playing backwards 300
AutoSave on Stroke
playing forward 300
A playing in real time 301
Paint Textures Tool 209
AVI image format 262
Active attribute slowing down 300
azimuth
optical light effects 98 Area lights
Azimuth Elevation Tool 232
Add New Disk Folder creating 48
description 232
in Visor 25 description 50
Alias Pix format 262, 274 As Stencil 2D texture option 160
aliasing 122, 187 aspect ratio
device 225, 267
B
All Planes option
image 225, 267 Background Color attribute
Render View window 302
pixel 225, 266, 267 Environment attributes 244
alpha channel 159, 268, 269, 303
Assign Textures backgrounds 242
Alpha is Luminance
Paint Textures Tool 3D 248
Layered Texture button 209
attribute 170 animated 247
assigning materials to color 244
Ambient lights surfaces 161 creating 242
creating 48
associating lights 62–69 image 246
description 50
atmosphere 253 movie 247
Ambient Shade attribute 52 removing 252
creating 254
analyzing rendered images 301 properties 254 texture 244
Angle of View attribute 234 troubleshooting 256 troubleshooting 256
animating Attribute Editor Barn Doors
attributes 21 setting attributes in 19 adjusting for spot lights 78
backgrounds 247 Attribute Spread Sheet 20 attribute 53
cameras 215 manipulator 59
attributes
curves 23 Batch Render
animating 19
rendering 289 (Save) Batch Render 289
painting 202
viewing animation 298 and IPR 36
setting 19, 20
Auto Render Clip Plane Cancel 289
attribute 235 -rep command line
option 293
Auto Render Region 37
bitmap format 264
Fog Near Distance attribute 255 Glow Attributes 101 Hardware Texturing option
Fog Radius attribute 110 Glow Color attribute 101 previewing 42
Fog Shadow Intensity Glow Intensity attribute 144 HDTV 45
attribute 88 Glow Noise attribute 103 Height attribute
Fog Shadow Samples Glow Opacity attribute 101 Resolution attributes 225,
attribute 87, 90, 92 267
Glow Radial Noise attribute 103
Fog Spread attribute 112 Hexagon Flare attribute 107
Glow Spread attribute 101
Fog Type attribute 111 Hide Source attribute 145
Glow Star Level attribute 103
format, image file highlights 128
Glow Type attribute 102
converting 303 color 129, 130
glows 96
setting 261 controlling 129
creating 97
Frame troubleshooting 188
icons 97
render fields option 275 HSV 125
problems with
Frame All option resolutions 146 HSV Color Key 160
Maya View menu 229 properties 100 Hypershade
Frame Extension attribute removing 98 connecting nodes 16
Image Plane Attributes 248 shader 145 creating nodes 13
Frame Padding attribute 266, Graph Editor 23 deleting nodes 16
289 color curves 72 duplicating nodes 14
Frame Selection 229 intensity curve 72
Frame Step attribute 148 green channel 302, 307
Frame/Animation Ext Green Plane option I
attribute 265, 289 Render View window 302 icons
frames 273 camera 220
rendering multiple 289 glow 97
rendering single 288 H halo 97
frustum, camera 223 illuminated fog 113
Halo Color attribute 104
lens flare 97
Halo Intensity attribute 104 light 56
G Halo Spread attribute 105
Halo Type attribute 105
light fog 113
optical light effect 97
gamma 304 halos 96 illuminated fog 108–113
changing 304 creating 97 creating 108
correcting 304 icons 97 icons 113
geometry intensities 145 properties 109
NURBS 118 properties 104 removing 113
polygonal 121 removing 98 Illuminates by Default
Geometry Antialiasing Override Hardware Color attribute 63
attribute 120 Layered Texture image aspect ratio 225, 267
GIF format 262 attribute 170
light fog 108–113 Look Through Selected 56, 217 Max Height attribute 255
creating 108 looping animation 300 Max Shading Samples
icons 113 luminance 302, 304 attribute 256
properties 109 changing 304 Maya Composer 270
removing 113 correcting 304 Maya Fusion 270
Light Fog attribute 109 Luminance option Maya IFF format 262
Light Glow attribute 97 Render View window 302 Maya16 IFF format 263
Light Radius attribute 88, 93 MEL commands
Light Set running after rendering 282
creating 64 M running before
lightlink command 69 rendering 282
magenta channel 307
lights 55 Min Height attribute 255
Make Light Links 69
ambient 50 motion blur 45, 124, 147
area 50 manipulators
2D 149
associating 62–69 camera 221
3D 148
center of interest 57 light 57
only saving data 151
creating 48 mask channel 268, 269, 270, 303 troubleshooting 189
directing 61 Mask Plane option motion matching 243
Directional 49 Render View window 303
movie background 247
excluding objects 62–69 masking
Movie image format (non-
icons 56 key 159 supported) 263
linking with surfaces 62–69 materials 116
manipulators 57 multi-processor rendering 292
applying to components 161
moving 60 applying to surfaces 161
omni 49 bumpiness 123
optimizing 55 changing the type 153 N
origin 57 color 123 name
point 49 combining 162, 171 images, setting 265
positioning 60 creating 152
properties 50 Near Clip Plane attribute 235
double-sided 171
rotating 61 negative images 303
IPR 29
spot 49 layering 162, 163, 164, 171 node networks
views 56 self-illumination 124 viewing 5
linking lights and surfaces 62– shininess 123
69 transparency 124
loading views 238 tuning 29
look at point 216 Matte Opacity attribute 270, 271
Look At Selection 229 Matte Opacity Mode
Look Through Barn Doors attribute 270, 271
manipulator 59 matte transparency, see Matte
Opacity 270