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Organizing renders with tokens

From: Lighting and Rendering with mental ray in Maya

Video: Organizing renders with tokens

Now that I have my scene set up with render layers, if I went ahead and rendered a batch render, in other words a frame sequence of this scene, what it would end up happening is I would have a frame sequence for each Render layer. So if my frame sequence is 24 frames long, I would have 24-frame sequence for this Render layer, 24-frame sequence for this one, this one, and this one. If I look at my Render Settings window, Maya has a default way of creating a folder named after each render layer and putting the image sequence in that subfolder.

Organizing renders with tokens

Now that I have my scene set up with render layers, if I went ahead and rendered a batch render, in other words a frame sequence of this scene, what it would end up happening is I would have a frame sequence for each Render layer. So if my frame sequence is 24 frames long, I would have 24-frame sequence for this Render layer, 24-frame sequence for this one, this one, and this one. If I look at my Render Settings window, Maya has a default way of creating a folder named after each render layer and putting the image sequence in that subfolder.

But I can use File Tokens to customize the way Maya organizes these scenes. Let's say, for instance, I wanted to add a second camera, so that I have two cameras in here; I can go to the Renderable Cameras and say Add Renderable Camera. And let's say for this instance I wanted to render as perspective and renderCam so I am going to render for both of these. Since I had roomLit_RL, it's actually created a render layer override right here so I can remove that just by going Remove Layer Override.

So now what I can do is I can enter file tokens here in the File name prefix to organize how this is going to be created. So for instance, I can create a folder called , having open brackets, end brackets, and within that folder, I will just hit a Slash key, which indicates that Maya should create a folder. And I will name this one, Camera, and then another Slash and layer. If I do that, you will see that it's going to create a folder named after the current scene, and then within that scene, it'll create folder one for renderCam and also another one for the perspective camera, and then within that it will create a file sequence named after each one of these layers.

So that's one way I could organize it. I will show you the way that I like to do it. You can create these file tokens by using the complete word, which is easy to understand, and you just have to remember that it requires a capital letter here at the beginning, the Scene, Camera and Layer. Another way to do this is I will use the percent sign and do s. That stands for Scene, %c, %l, so I will get the same thing if I do that. My preference is to create a folder for the scene, and then I usually do %s_%l/%l, and this will create a folder for the scene. Within that folder will be a folder for each render layer this starts with scene, underscore the name of the Render layer.

So I'll end up with 1, 2, 3, 4 folders within the Scene folder, each named after a different render layer, and within that, I'll have an image sequence that's named after the Render layer. So you can see right here this is a good example of room_chapter5_movie7_start, and then this folder will be quite long, but the resulting image sequence will be called roomLit_RL, and I'll have one for each one of these render layers. So that's how file tokens can be used to help organize your image sequences.

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Image for Lighting and Rendering with mental ray in Maya
Lighting and Rendering with mental ray in Maya

59 video lessons · 8239 viewers

Eric Keller
Author

 
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  1. 3m 46s
    1. Welcome
      1m 32s
    2. Using the exercise files
      2m 14s
  2. 19m 8s
    1. What is a CG light?
      1m 22s
    2. Types of CG lights
      10m 55s
    3. Direct lighting
      4m 48s
    4. Indirect lighting
      2m 3s
  3. 53m 20s
    1. Decay rate
      6m 30s
    2. Previewing lighting and shadows
      2m 37s
    3. Creating depth map shadows
      1m 57s
    4. Troubleshooting depth map shadows
      2m 38s
    5. Shadow map overrides
      5m 30s
    6. Using the shadow map camera
      5m 31s
    7. Saving and reusing shadow maps
      2m 48s
    8. Creating raytraced shadows
      1m 56s
    9. Adding softness to raytraced shadows
      3m 42s
    10. Creating area light shadows
      5m 11s
    11. Sample: mental ray area light
      4m 23s
    12. Setting area light visibility
      8m 7s
    13. Creating soft shadows with spot lights
      2m 30s
  4. 43m 35s
    1. Setting global illumination for interiors
      2m 33s
    2. Tuning global illumination
      5m 56s
    3. Global illumination photons
      1m 12s
    4. Activating caustic light effects
      3m 28s
    5. Tuning caustic settings
      3m 35s
    6. Setting caustic light effects on metal
      2m 35s
    7. Using final gathering for indirect lighting
      2m 9s
    8. Tuning final gathering
      4m 2s
    9. Reusing final gathering maps
      3m 21s
    10. Adding light with shaders
      5m 27s
    11. Creating final gathering maps for animation
      4m 26s
    12. Combining final gathering with global illumination
      4m 51s
  5. 1h 2m
    1. Activating the Physical Sun and Sky network
      2m 33s
    2. Tuning the Physical Sun and Sky settings
      7m 18s
    3. Applying physical light shaders
      8m 54s
    4. Applying image-based lighting
      8m 57s
    5. Tone mapping
      6m 23s
    6. Applying portal light shaders
      7m 45s
    7. Creating light beams with participating media
      10m 9s
    8. Adding depth of field with the Bokeh lens shader
      10m 39s
  6. 48m 21s
    1. Introducing render layers
      6m 13s
    2. Creating render layers
      4m 28s
    3. Splitting a scene into render layers
      15m 36s
    4. Applying render layer presets
      7m 47s
    5. Setting render layer overrides
      7m 7s
    6. Creating render layer composites
      3m 52s
    7. Organizing renders with tokens
      3m 18s
  7. 42m 24s
    1. Introducing render passes
      2m 56s
    2. Comparing render passes and render layers
      6m 44s
    3. Editing render passes
      10m 41s
    4. Using appropriate materials
      5m 51s
    5. Batch-rendering passes
      5m 56s
    6. Compositing in After Effects
      6m 41s
    7. Rendering the EXR image format
      3m 35s
  8. 23m 3s
    1. Anti-Aliasing Quality
      6m 44s
    2. Setting color profiles
      2m 53s
    3. Diagnosing raytracing
      5m 7s
    4. Adjusting motion blur
      6m 57s
    5. Finding mental ray help
      1m 22s
  9. 21s
    1. Goodbye
      21s

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