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This tutorial shows you Maya’s Interactive Photo-realistic Rendering system, IPR for
short.
In this tutorial:
■
Rendering in Maya Overview
■
IPR Workflow
■
Creating a Rendering Layout
■
Adjusting Shaders using IPR
■
Adjusting Lights and Shadows using IPR
■
Lighting Effects, Fog and Lens Flare
A Taste of Maya
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
Note: Before you start: This tutorial requires Maya scene files. If you haven’t installed the tutorial files go to the “Try
Maya” section of the “Taste of Maya” CDROM to install.
Starting Maya: You can start Maya by double-clicking the Maya 2.5 Evaluation icon on the desktop or from Start
→ Programs → Maya 2.5 Evaluation → Maya.
In Maya: Once the tutorial files have been installed you will need to set the current project in order to access the
Maya scene files. To set the current project from within Maya select File → Project → Set... and Navigate to the
directory where you installed the Maya scene files. Select the directory: Maya_tutorial_data and press OK.
Rendering In Maya
Maya’s rendering system is the culmination of research and development stemming from a rich history of
worldwide efforts. Creating visually pleasing imagery or photo realistic representation of 3D worlds is the
ultimate goal of the rendering process.
In Maya you have many options for creating this imagery. You have complete control over how detailed and
exacting the renderer will behave. If you want perfectly anti-aliased imagery and highly filtered textures you
have the power to do so. If you want a lighting environment that includes atmospheric elements and lighting
interplay with a virtually lensed camera, you can achieve this too.
Typically, tasks that involve creating finished or specific rendering requires an interactive process. That is, you
tweak, you test render, you tweak, you test render. Getting fast feedback to you as you tweak is the point of the
IPR side of the Maya renderer. Using IPR boosts productivity, speeding up this process of tweaking, to the point
where you will find yourself using it exclusively for many tasks.
2 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
Rendering Layout with Hypershade/Visor, Render View, Perspective Camera also note Attribute Editor inside the Main
Interface.
This layout can be accessed by a shelf button or hotkey. Once you have your base layouts in place with shelf
buttons you can quickly jump from one configuration to another without floating windows and without having
to constantly open the same windows from the pull down menus.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 3
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
Note: If the Render View is scaled to a size other than the actual Render Globals resolution, the image may appear to be
aliased or jagged.
■
To render a region, LMB drag a box in the Render View window and select: Render → Render Region
Render in this fashion when you are testing the look of raytraced rendered effects and other rendering
elements that are not viewable in IPR.
The Render View window is also where IPR is accessed.
IPR
Using IPR is similar to rendering in the Render View window with the addition of an extra step, creating the IPR
render file.
When you IPR Render, you create an image that contains more information then just the pixel color and matte
information. This is called a “Deep Raster” image. Deep Raster technology is the process of keeping track of the
information that went into creating the pixel color, including lighting, shadows and material definitions. When
you adjust a related node such as a light or material only the changed value is recomputed as opposed to the
entire chain or graph which is normally evaluated during a regular render. This greatly speeds up the rendering
process for editing. This enables the Interactive portion of the Interactive Photo-realistic Rendering system.
4 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
For most tasks that involve repeated tweaking and rendering, the IPR system steps in and speeds up the process.
There are some options that have not made it into IPR .... yet.
■
Raytraced shadows, refraction and reflections are not displayed in IPR.
■
Volumetric particle rendering attributes are not updated in IPR but surface shading can be tuned on a
stand in geometric object.
■
Displacement mapping, depth of field as well as 3D motion blur are not displayed in the IPR deep
raster based image.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 5
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
Tip: You can stop a test render in the Render View window at any time by pressing the Escape key.
Learn to work quickly and load only the object layers that you are editing. Be conscious of the IPR tuning
options you have selected. If you are not working on shadows or glows, make sure these options are not
selected. You can control these options globally from the IPR section of the Render Globals window. Or from
the Render View’s IPR pulldown menu.
Also work at the lowest resolution that gives you adequate feedback.
Pipes in Tunnel
Layers:
The elements used to compose pipeSystem.ma have been organized into layers. These layers can be made
visible by accessing the layer bar, Options → Layer Bar. To toggle the visibility of each layer press the RMB
(Right Mouse Button) on the layer button, and select Visible.
Layers in pipeSystem.ma
Tunnel Layer: This layer is the base geometry for the tunnel system. It was constructed from NURBS
cylinders that were trimmed and trimmed again with a cube to make the lower shaft and a lofted
surface to make the overhead shaft.
6 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
Pipes Layer: This layer is the pipes that run through the tunnel.
Walkway Layer: This layer is composed of instanced geometry, objects that have been duplicated with
instancing option. With instanced geometry you can create a base object that when duplicated will act a
reference. Any edits made to this base object are mirrored in the instanced copies. The walkway has
been made very light, that is with as few objects as possible.
Light Layer: This scene is mostly composed using lights. Lights can give the objects volume and a sense
of weight. This layer contains the lights in the scene. There are point, directional and spot lights used to
create various lighting conditions.
IPR Example
The scene file you have been provided with is a typical setup. Your goal is to maneuver your camera around the
scene and frame up interesting angles and then render them. The objects have been textured and the lights have
been roughly setup. Feel free to experiment with the shaders and the lighting to create your own images.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 7
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
8 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
Note: If your system does not allow you to tumble the scene quickly you should either restrict your viewing to wireframe
or hide some of the layers. When all layers are displayed in the shaded modes most systems without adequate
graphics memory will not tumble freely.
Render Quality
The pipeSystem.mb scene file has been set to render at a Preview Quality. When you test render this scene you
will see various artifacts such as edge aliasing and low resolution light fog shadows.
The scene file pipeSystemFinish.mb has had various Render Global settings and light attributes adjusted to
create a hi-resolution image that is representable of Production Quality. This file will take longer to test render
due to the higher texture sampling and edge anti-aliasing settings.
Display Accuracy
Display your rendered image at a 1 to 1 display resolution by pressing the 1:1 button in the Render View
window. If you are viewing a rendered image at a scale other than 1 to 1 you will see display artifacts from this
scaling. This can make an otherwise good looking image look aliased and chunky. This can be misleading.
Expanding the Render View window:
■
Make the Render View window active by LMB clicking in the window then press the SpaceBar to
expand this window to full view.
■
Press the 1:1 button to scale the image to actual rendered resolution.
Layout with Render View, Persp, Hypershade/Visor and Attribute Editor windows forming a Layout.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 9
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
Note: If you want to delete a shelf item you can MMB drag it to the trash can icon on the right-hand side of the shelf bar.
■
Select the Edit Layouts tab in the Panels window
■
Select 3 Pane Left Split from the Configuration pulldown menu.
10 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
Render Optimization
Render Globals and Anti-Aliasing
Before you begin tuning with IPR you may want to review your Render Globals settings. Of most importance is
the level of Anti-Aliasing that is set in the Render Globals’ Anti-Aliasing section.
■
Window → Render Globals...
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 11
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
12 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
Render Resolution
When you are rendering in Render View or IPR you will want to work at the smallest resolution that will still
enable you to see what you are working on. In this scene file the resolution is set to 720x486 or Digital Video
CCIR601. But you can test render at other resolutions.
In the Render View window select Options → Test Resolutions → 50% Globals
This will select a test rendering resolution for Render View and IPR that is 1/2 the pixel resolution set in the
Render Globals Resolution setting. This is very adequate for working with most items in the pipeSystem.mb
scene.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 13
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
Adjust the northSpot Intensity and the Dropoff to see how this affects the light fog.
14 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
■
In the Attribute Editor begin adjusting the attributes of the metalBumpPipe shader.
Adjust the Diffuse attribute
Note the effect the Eccentricity attribute has on the highlight. Work both the Specular Rolloff and
the Eccentricity together.
The Specular Color attribute is being controlled by a 3D texture.
In the HyperShade work area LMB select the bump3d node.
Adjust the Bump Depth attribute to make the bumps more defined or more subtle.
The metalBumpPipe also has a 3D Brownian procedural texture attached to it. This texture is connected to the
Bump Mapping attribute as well as the Specular Color attribute. This is a simple trick to get the Specular
highlight to follow the bump. By adjusting the metalPipeBrownian texture you are adjusting both bump and
specular properties at once.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 15
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
■
Select the yellowWarningLight material for editing.
In the Hypershade/Visor window open the Materials directory by LMB clicking on the folder icon
under the Rendering section (not the Create section).
LMB select the yellowWarningLight material.
MMB drag the yellowWarningLight material from the Visor to the Hypershade work area.
■
Adjust the attributes on this Blinn material and note the updates in IPR.
Notice the interaction between the Specular Color and Glow intensity.
Note the role that the incandescence plays in the glow.
Try negative and positive values for the Eccentricity.
Adjust the Glow Intensity under the Special Effects section of the material.
Change the Color of the material.
These attributes are all inter-related and require tweaking to find the right combination. IPR makes this
possible. Imagine trying to juggle these attribute settings without interactive feedback.
16 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 17
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
18 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
Questions? visit www.aliaswavefront.com/tasteofmaya IPR
CONCLUSION
The fastest part of a renderer is how fast a user can make a decision about their scene. Regardless of the
horsepower available to do the final render waiting to see the results of a complex and interdependent shader or
lighting setup can be painful. By seeing the adjustment in real-time or close to real-time you will be making fewer
test renders especially, at the critical period when you are just getting started. This greatly increases your job turn
around and quality tests up-front.
Test rendering in Maya can be done by two methods:
1. Render into Render View your selected camera then test regions after each tweak. If you are testing Ray
Traced renderings you will use this method to see how reflections, raytraced shadows and refractions are
coming out. Use this method to test 3D motion blur.
2. Render an IPR deep raster file and get fast interactive update on each tweak. Use this method when you are
tweaking shaders, lights, depth map shadows, shader glow, lighting glows and optical fx like lens flare as well
as 2D motion blur.
January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.
A Taste of Maya 19
IPR Questions? visit www.aliaswavefront.com/tasteofmaya
Both of these methods have their strengths and weaknesses. But together they provide very accurate and fast
feedback on the final look of your scene.
20 A Taste of Maya January 2000, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. By using this tutorial, you have agreed
to the terms and conditions which can be found in the setup.exe file in the Install Tutorials folder of the Taste of Maya CD-ROM.