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Lighting and Rendering with mental ray in Maya with Eric Keller shows how to master practical mental ray techniques for rendering models created in Maya. This course walks through the most efficient and innovative mental ray techniques, including direct versus indirect lighting methods, creating different types of shadows, using the new ShadowMap camera, and reusing shadow and final gathering maps. A chapter on optimizing render times and enhancing render quality is also included. Exercise files are included with the course.
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
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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