V-Ray for Maya IPR Viewport

Software:
Maya 2018 | V-Ray 3.6

To Activate Viewport IPR with V-Ray for Maya:
In the Viewport menu,
Under Renderer, choose V-Ray IPR

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Rendering an Animation in Maya and V-Ray

Software:
Maya 2018 | V-Ray 3.6

  1. Set a Project Folder or Image output path.
  2. In Render Settings > Common under Image File Output,
    Set a file name and format.
  3. In Render Settings > Common under Animation,
    Set Animation to Standard.
  4. Set the Maya UI to Rendering and choose Render > Render Sequence,
    Or simply press the Render Button in the toolbar.

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Related post:
Denoising animations with V-Ray for Maya

Maya V-Ray GPU texture resizing

Software:
Maya 2018 | V-Ray 3.6

By default V-Ray for Maya, when Production Engine is set to CUDA (GPU), resizes all the textures to 512×512 in order to save GPU memory.
Naturally, this may cause the textures to appear blurry and lacking detail in the rendered image.

To avoid this,
In Render Settings > V-Ray tab > Production renderer,
Set GPU Resize Textures to Full Size Textures, so the textures will not be resized at all (but consume more memory),
Or On-demand mipmapping, so the textures data will be optimized to reduce memory consumption (but not quality) in a pre-render process.

Note:
To get full size textures in IPR mode, do the same in the IPR tab

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Using VRayMtlHair3 shader with nHair in Maya

Software:
Maya 2018 | V-Ray 3.6

  1. Select the nHair object.
  2. In the Attribute Editor, in the hair system shape attributes.
    Open the Attributes menu, and choose VRay > Hair Shader.
  3. Create a VRayMtlHair3 shader.
  4. Connect the shader to the Hair Shader slot under VRay Extra Attributes in the hair system Shape Node attributes.

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Related:
V-Ray for Maya and XGen

Simple Toon shader setup in Maya & Arnold

Software:
Maya 2018

Use a Surface Luminance node as a V coordinate input value for a Ramp (V Ramp) node containing the toon colors.

* Note that the Clamp node is important so results will be ass expected, it clamps the Surface Luminance values to 0.99 so the V coordinate will nor cycle back to the beginning of the Ramp.

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Related:
Toon Shading in V-Ray for Maya

Arnold for Maya Motion-Blur

Software:
Maya 2018 | Arnold 5

  1. In the Render Settings window, Arnold Renderer tab, under Motion Blur,
    Check ‘Enable’.
  2. Set the ‘Length’ attribute to set the Motion-Blur size.
    * the default length of 0.5 means the Motion-Blur will be calculated as a result of a photographic exposure duration of half of a frame duration, or 180 degrees in cinema camera terminology.
  3. Raise the number of Keys to accurately simulate Motion-Blur for very fast rotational motion like helicopter propellers and car wheels.

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Note:
To generate a Motion Vector (Velocity) AOV (also referred to as ‘Render Element’ or ‘Pass’), in order to add the Motion-Blur effect in a compositing software:

  1. The ‘motionvector’ AOV must be added to the AOVs list in the AOVs tab of the Render Settings window.
  2. Motion-Blur must be enabled in the Motion-Blur part of the Arnold Renderer tab in the Render Settings window.
    * Otherwise motion vectors will not be calculated.
  3. In the Diagnostics tab of the Render Settings window, under Feature Overrides, check ‘Ignore Motion Blur’, so Motion-Blur will not be rendered.

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Related posts:

Arnold for Maya Depth of Field (DOF)

Saving multi-channel EXR file with Arnold for Maya

 

Saving multi-channel EXR with Arnold for maya

Software:
Maya 2018 | Arnold 5

  1. In the Render Settings > Common tab, choose EXR as the output file format.
  2. In the Render Settings > AOVs tab, open the drop-down menu on the right side of one of the AOVs in the list, and choose Select Driver.
    This will bring up the defaultArnoldDriver node Attributes.
  3. In the defaultArnoldDriver node Attributes, under Advanced Output, check Merge AOVs.

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