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translating all of the information in a 3D scene to a bitmapped image Maya s software renderer uses your computer s CPU and Maya s software rendering code to convert all of the 3D elements of your scene geometry, textures, lighting, and effects into a pixel-based image that can be opened in an image-editing application, a video-editing application, or an Internet browser In this rendered image, none of these elements can be transformed in 3D space or have their materials edited They are fixed, and
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any changes that need to be made will require that the image be re-rendered or the pixel information modified in an image-editing program The software renderer is also capable of making many additional calculations that are not possible in real time and, hence, not displayed in your view window In software, rendered image antialiasing and texture filtering can be calculated to give your image smooth edges and textures Fog from lights can be rendered Reflections can be raytraced and refracted Motion blur can be added Maya ships with four renderers The Mental Ray renderer includes some enhanced features to add caustic effects, Global Illumination, and HDRI (high dynamic range imagery, discussed later in the chapter in the section HDR Images with Final Gather ) This chapter examines all of these cases and shows examples of each We will start by looking at some rendering options in the Render Settings window Then we ll talk about some techniques for improving smoothness and eliminating seams in NURBS geometry After these basic concepts are explained, we ll move through a tutorial that shows some additional rendering effects and introduces a workflow for working with the Mental Ray renderer
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Maya offers both software and hardware renderers The hardware renderer uses the real-time, OpenGL (Open Graphics Library) enabled rendering engine of your computer s video processing unit This type of rendering is used to view geometry, textures, particles, lights, and shadows in the view windows All of these can be viewed in real time, or near real time, depending on the power of your video card While this type of rendering is great for fast interaction, the image quality and limited display of certain effects prohibit it from being used as a final image for television or film production Hardware renderers similar to Maya s are sufficient for real-time games that you might find on a video game console such as a PlayStation or Xbox Some elements in Maya, such as several of the particle types, can be rendered only in hardware For these, you can use the hardware renderer to render each frame of an animation as a file or sequence of files to be composited together with the software renderer to create the final image or animation We will discuss the hardware renderer in detail in 22 This chapter focuses on Maya s software renderer and Mental Ray In this kind of rendering, all elements in the scene for a given frame are gathered Each object in the scene is positioned according to its keyframed translation values at a given frame If the object is being driven by inverse kinematics (IK), a dynamic simulation, or expression, these are calculated first and the object is translated to match If the object is a piece of NURBS geometry, it is tessellated into polygonal facets Every object is combined with its material into a shading group node This shading group is then calculated along with the light to produce shadows, bumps (from the bump map attributes), reflections, highlights, and any other effects such as fog With all of this information gathered, the renderer divides the image into chunks based on the amount of RAM available and begins calculating each pixel, one at a time, for the final image
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