Learn a production workflow to the completely updated Render Pass feature set in Maya 2009. Gain precise control over render outputs and learn time-saving techniques to optimizing the interoperability with Maya and compositing applications such as Toxik. Popular highlights include: Overview of Render Layers; Render Layer Overrides; Material Overrides; Overview of Frame Buffers; Creating Render Passes; Associating Passes with Render Layers; Creating Pass Sets to Organize Render Passes; Building Contribution Maps; Object-centric Contribution Maps; Light-centric Contribution Maps; Rendering Multi-channel EXR Files; Organizing Rendered Passes with Render Tokens; Creating Custom Frame Buffers; Altering Materials' Frame Buffer Contributions; Using SSS Materials with Passes; Utilizing Render Layers and Render Passes Together; Exporting Compositing Data to Toxik. Software required: Maya 2009 and up.
Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview (soft music) Hello and welcome to this training on using render passes in Maya, presented by Digital Tutors, an Autodesk-authorized publisher. My name is Kyle, and I'll be guiding you through the process of using the new multi-pass rendering system introduced in Maya 2009, which we can now use to render our scenes out in multiple passes at speeds much, much faster than using traditional render layers. Now, with any type of rendering-intensive project, keeping the render times down to a minimum is a very high priority. And with the new render pass system, we now have the capability to output multiple render passes in the time normally taken to just render one single image. And as we'll see during the course of this training, the render passes gives us a very high degree of control over our final images that really was just not possible with previous versions of Maya. So we'll begin our training with an overview of the render pass system and how it can be used in conjunction with render layers. We'll also look at how we can isolate objects on to individual passes for easy compositing, and we'll explore how we can set up our own custom rendering buffers to output our own render passes. And we'll also see how Toxik can be used to completely automate the process of reassembling our passes back into a final image. So we have a lot of material to talk about over the course of the next couple of hours. So in the next lesson, we'll begin by discussing some of the changes that have been made to the render settings starting in Maya 2009.