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Using the software renderer for quick renders

From: Modeling an F1 Wheel in Maya

Video: Using the software renderer for quick renders

In this video we're going to talk a little During the modeling process, there come times when we have So let's go to Render Settings at the very top here. And you'll notice with Maya Software Rendering, we have two options. Let's move to the Maya Software tab.

Using the software renderer for quick renders

In this video we're going to talk a little bit about software rendering using the Maya Software Renderer. During the modeling process, there come times when we have to communicate our current condition with other groups within the organization. There are various ways of doing this, and I want to show you one which is called Maya Software Renderer. So let's go to Render Settings at the very top here. And you'll notice with Maya Software Rendering, we have two options. We have a Common tab, and we have the Maya Software tab. Let's move to the Maya Software tab. I'm going to change the anti-aliasing quality to a high quality.

Leave everything else as it is. Let's close this down and let's render. Let's move this window over a fraction. And, you'll notice that the render is actually hard edge, which is exactly what we would expect. Let's select the model. Press number three to smooth and rerender. Again it comes up with a hard edge. So Maya software doesn't honor the smoothing that's executed by using the number three. What we have to do is actually subdivide this model. So let's minimize this. I'm going to pick this model here press 1 and then let's go up to polygons.

And then we're going to subdivide it using this option here. Now, you'll notice, under the attributes, there is a new node called poly smooth face one. I can take this slider back to 0. I can move it to 1. I can move it beyond one, as well. But be careful when you do that beyond 1 because it actually does increase the complexity of this part quite considerably. Let's go back up to rendering. And let's apply a more shiny texture like a blend. And let's color this red. And when we're rendering, you have a couple of options and to View, I can go to Camera Settings, and I can go to Resolution Gate.

This is a useful function because this outer border represents exactly the border that we will see on the final rendering. So it helps me position my model carefully right inside, to maximize the space available, like this and let's render. And that's quite a nice result for this stage of the modeling process, and that's using Maya Software Rendering.

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This video is part of

Image for Modeling an F1 Wheel in Maya
Modeling an F1 Wheel in Maya

41 video lessons · 1318 viewers

Veejay Gahir
Author

 
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  1. 1m 30s
    1. Welcome
      57s
    2. Using the exercise files
      33s
  2. 17m 3s
    1. Setting the project defaults
      1m 24s
    2. Setting the scene units
      1m 57s
    3. Customizing shelves
      3m 8s
    4. Importing the reference image
      2m 26s
    5. Checking the footprint in Alias Design
      3m 19s
    6. Comparing different workflows
      4m 49s
  3. 40m 29s
    1. Using the Create Polygon tool
      2m 12s
    2. Snapping polygons
      2m 58s
    3. Creating quads with the Interactive Split tool
      3m 15s
    4. Creating a solid with the Extrude tool
      1m 47s
    5. Adding a chamfer using the Bevel tool
      6m 7s
    6. Understanding the Insert Edge Loop tool
      2m 47s
    7. Mirroring across the centerline with Duplicate Special
      2m 54s
    8. Alternatives to Duplicate Special
      2m 2s
    9. Understanding the Combine and Merge commands
      1m 59s
    10. Using the Merge Vertex tool
      5m 16s
    11. Using the software renderer for quick renders
      2m 29s
    12. Using mental ray for higher-quality renders
      3m 27s
    13. Understanding mental ray's Approximation Editor
      3m 16s
  4. 16m 39s
    1. Adding button recesses with Boolean operations
      2m 51s
    2. Creating quads using the Interactive Split tool
      3m 19s
    3. Creating the button base
      5m 23s
    4. Creating the button indent
      3m 39s
    5. Scaling the buttons
      1m 27s
  5. 11m 39s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 44s
    4. Fine-tuning the handle
      2m 45s
    5. Mirror across the centerline
      2m 35s
  6. 20m 56s
    1. Creating the paddles
      4m 46s
    2. Modeling the rotary dial
      8m 26s
    3. Modeling the center pad
      4m 35s
    4. Modeling the digital display
      3m 9s
  7. 18m 8s
    1. Create an alpha in SketchBook Pro
      58s
    2. Rendering exercise
      4m 49s
    3. Positioning lights and adjusting light attributes
      5m 18s
    4. Render settings
      3m 3s
    5. Comparing and saving renders
      4m 0s
  8. 26s
    1. Next steps
      26s

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