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Advanced Rendering Technology
Last updated 25th October 2004

These are RenderPipe for Maya specific questions and answers.

 

 

Using a bitmap with no alpha channel as a material's transparency

Updated 25th October 2004

This problem does not appy to RenderPipe for Maya version 1.7 and later.

If you connect a bitmap to the transparency of a material, Maya defaults to connecting the File node's outTransparency output to the material node's Transparency input.

If the bitmap does not have an alpha channel, for example it is a jpg, the result is solid opaque.

If the bitmap has no alpha channel you probably want the RGB of the bitmap to be used as the transparency. To do this there are two options:

1. Switch on the 'Alpha is Luminance' switch in the File node's 'Color balance' rollout.

2. Connect the File node's outColor output to the material node's Transparency input

The reason this can be confusing is that the Maya software renderer does number 1 automatically if the bitmap does not have an alpha channel, whereas RenderPipe does not.

 

File node and Use Frame Extension

(New 3rd July 2003)

If you switch on 'Use Frame Extension' in the file node, Maya allows files to be names and numbered in three formats: name.N, name.N.ext and name.ext.N.

RenderPipe does not support the name.N.ext format (e.g. bitmap.0001.jpg) but does support the other two formats (e.g. bitmap.001 or bitmap.jpg.001).

Neither Maya nor RenderPipe support the format nameN.ext (e.g. bitmap001.jpg).

 

RenderPipe for Maya installation problems

(Updated 24th October 2003)

With effect from version 1.4 of RenderPipe for Maya we recommend using Maya's module mechanism to install RenderPipe for Maya.

If putting the module file in C:\AW\Modules\Maya\5.0 does not work, then try putting it in C:\Documents and Settings\[User]\My Documents\maya\modules where [User] is replaced by your user name. You may need to create the modules folder.

If you follow the instructions but cannot get the plug-in to load then there is an alternative method of installation which always works. It is documented in the release notes and on page 16-7 of the PURE user manual and page 21-7 of the RenderDrive user manual. In this alternative method the components of RenderPipe for Maya are copied to the same directories that Maya uses for its own components, so they are guaranteed to be found. The plug-in file rpmaya.mll (or rpmaya.so) and the shaders directory are copied to Maya's plug-ins directory, the various .MEL scripts are copied to Maya's scripts\AETemplates directory and the various .XPM files are copied to Maya's icons directory.

If you change the way that you have installed RenderPipe for Maya, especially if the first attempt failed, it is very important that you search for and remove any shader fragments cached in your project directories - see page 16-7 of the PURE user manual or page 21-7 of the RenderDrive user manual. Once you have deleted the shaders, reboot the RenderDrive or use the Clear cache button on PURE's Configure panel.

If RenderPipe is successfully installed and the plugin loaded then in Maya 4 / 4.5 a 'RenderPipe current frame' option will appear at the bottom of the Render menu. In Maya 5 a RenderPipe option will appear in the 'Render Using' lists. If this option does not appear check that:

MentalRay is not loaded (Maya 4 / 4.5 only). If MentalRay is loaded then unload it and set it not to be auto-loaded. Re-run Maya.

RenderPipe is loaded (via the plug-in manager)

Check the Script Editor for warning messages

Re-run Maya

 

RenderPipe for Maya rendering images black

The usual reason for this is that there are invalid shaders cached in the projects. To cure this remove all shader fragments from your projects - see page 16-7 of the PURE user manual or page 21-7 of the RenderDrive user manual.

Once you have done this, check that RenderPipe for Maya's shader sub-directory is located in the same directory as the plugin file rpmaya.mll (or rpmaya.so on Irix).

Finally, re-render the scene. If you get a message about missing shader fragments see question 24. 'RenderPipe for Maya warnings about missing shader fragments' on page 11. Once you have deleted the shaders, reboot the RenderDrive or use the Clear cache button on PURE's Configure panel.

 

RenderPipe for Maya warnings about missing shader fragments

To understand this warning, it is worth understanding how RenderPipe for Maya users shaders:

In Maya it is possible to use Hypershade to produce complex shader networks.

RenderDrive and PURE have a RenderMan interface. In RenderMan shaders are written using a shading language and stored in .SL files.

RenderPipe for Maya's shaders directory contains shader 'fragments', which implement the various nodes in Maya.

At render time RenderPipe for Maya assembles shader fragments to produce whole shaders. It produces one shader per shading network and one per light. For simple common shaders it can reuse an existing shader. The shaders saved into the current project. They are sent to PURE or RenderDrive, compiled and kept so they can be reused.

When you render, if RenderPipe for Maya encounters a node for which it does not have a shader fragment, it will warn you and ask if you want to create an empty fragment. The empty fragment will render that node as black or as doing nothing. The fragment is stored in the current project with the assembled shaders.

There are possible two reasons for RenderPipe for Maya reporting a missing fragment:

That node is not implemented. See the table in the release notes for the list of nodes that are supported.

RenderPipe for Maya is not installed correctly. The shader fragments should all be in a directory called 'shaders'. That directory should be located in the same place as the plug-in itself, rpmaya.mll (or rpmaya.so on Irix). In this case see 'RenderPipe for Maya installation problems' above. If you have answered 'Yes' to the prompt to create an empty fragment it is essential that you delete the shaders cached in your projects.

 

Maya 5 specific - error message "Cannot find procedure: rgSetPixelFilterType"

New 8th September 2003

This message is specific to Maya 5.0 and RenderPipe for Maya version 1.4. It does not affect RenderPipe for Maya version 1.5. It occurs when using the pixel filter menu in RenderPipe's render globals tab. To avoid it:

  • Set "Render using" temporarily to "Maya software"
  • Choose the Pixel filter you wish to use in the Maya software render globals - open the Anti Aliasing quality section to find the pixel filter control. You will need to set the render quality to High or Highest to enable the controls.
  • Set "Render using" back to "RenderPipe"

The display in the RenderPipe render globals of the pixel filter being used is wrong and should be ignored.

Alternatively, you can download a new script file createRenderPipeGlobalsTab.mel, replace the one in RenderPipe for Maya's rpmaya5/scripts directory and then re-run Maya. Do not use this script in Maya 4.5 or earlier.

 

Support for BodyStudio for Maya

New 21st October 2003

BodyStudio™ is a plugin from Reiss Studio for importing Poser files into Maya. This plugin is compatible with RenderPipe but when importing Poser files you must follow Reiss Studios advice to:

  1. Switch off the "Use Full Texture history" option (which defaults to off)
  2. Switch off the "Process .bum files" option

This is because these options result in nodes that are not compatible with RenderPipe and other external renderers.

 

Support for Maya 5.0.1

Updated 29th March 2004

This does not affect you if you are using RenderPipe for Maya version 1.5, it only affects RenderPipe for Maya version 1.4.

In early October 2003 Alias released an update for Maya 5.0, version 5.0.1.

If you are using RenderPipe for Maya version 1., then you will need you need an updated script file. To install it: Download the new createRenderPipeCommonGlobalsTab.mel. If you have installed RenderPipe in the recommended way, simply put the file in C:\RPMaya_Windows_Module\maya5\scripts replacing the file already there. Otherwise, find the existing createRenderPipeCommonGlobalsTab.mel and replace it. Do not update this file if you are using RenderPipe for Maya version 1.5.

This new file also works with Maya 5.0. If you do use Maya version 5.0.1 with RenderPipe you will find that the render menu contains items that are not supported by RenderPipe such as IPR. The options that RenderPipe supports all work correctly so this is just a cosmetic problem.

Additionally, the module search path has been changed. Maya 5.0.1 no longer searches C:\AW\Modules\Maya\5.0 for module files. Instead, place the RenderPipe5.mod file in C:\Documents and Settings\[User]\My Documents\maya\modules where [User] is replaced by your user name. You may need to create the modules folder.

 

Support for Maya 6

Updated 14th June 2004

The Maya 6 version of RenderPipe for Maya is now released and is available to download.

 

DOS Render command in Maya 6

Updated 24th September 2004

In Maya 6 the Render command (used from a DOS shell) has been changed. The new command does not properly support plugin renderers so cannot be used with RenderPipe for Maya.

Instead you can use the old command, which has been renamed mayaSWrender, or use mayaBatch -render.

Note that to use these commands you must switch on 'Override Batch Renderer' in the RenderPipe tab of render globals.

 

Using RenderMan transformation shaders in a camera

New 12th August 2004

It is possible to associate a RenderMan transofrmation shader with a camera by using a dynamic string attribute called 'customCameraShader'. This allows you to produce effects like a fish eye lens, or even a QuickTime VR spherical projection.

To associate a RenderMan shader called fisheye.sl with a camera called persp:

1. Copy the shader to the current project's shaders folder.

2. Type these two lines in the MEL command line:

addAttr -ln "customCameraShader" -dt "string" perspShape;

setAttr -type "string" perspShape.customCameraShader "fisheye";

3. When you render, the fish eye shader will be applied.

 

Notes:

Do not include the .sl in the "fisheye" at the end of the setAttr line, as if you do it will not work.

The field of view is automatically calculated and passed through to the shader in degrees as the fov parameter.

See the RenderPipe MAX section of the release notes or these questions and answers for details of the QuickTime VR shader 'qtvr.sl'.