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In any production environment, a completed image is rarely output directly from your 3D application Most of the time, the 3D elements in a scene are rendered separately and handed off to
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a compositer By rendering the 3D assets in separate layers and passes, you can get precise control over many attributes of the final image Working in this way has many advantages, the most obvious of which is that you can make changes to certain elements of the scene without having to re-render the entire thing You could swap an existing environment for a new one By rendering in passes, you could change the color of a model from red to blue just by re-rendering a color pass for that object You could make the object look more or less reflective just by adjusting the opacity of the reflection pass within the compositing program itself You would not even need to go back to Maya and re-render anything You will often use the compositing program to integrate 3D elements with live-action footage shots on film or video In such cases, you need to color correct the 3D images to match the light and dark values of the live-action plates Once again, you could just adjust the shadow pass to match the value of the shadows in the background image Or you could tone down or color tint the specular highlights to match the bright areas or lighting in the background Within its render layer functionality, Maya provides a very powerful method of managing the rendering output from a single scene file At its most basic level, the render layers can be used to separate entire objects into separate images However, there is a lot more that they can do With render layers, you can separate different elements and have them rendered using different renderers This means that you could set up an object that is emitting particles, where the object could be placed in one layer that is set up to use the Maya software renderer and the particles are in another layer that is set up to use the hardware renderer Even more interesting is that the object could be placed in several layers, and a separate material could be applied to each one so that it can be composited later on Let s take a quick look at render layers
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Before we begin, create a scene with a sphere and a plane to use as test objects Create a Blinn material and assign it to the sphere Create a spot light and aim it down on both objects Enable Depth Map Shadow Select the geometry and the light and then switch the Layer Window mode from Display to Render Click the button to Create new layer and assign selected objects This will create two render layers Figure 27-8 shows the Render Layers window The master layer contains all of the original rendering information in the scene and contains all of the objects If you want to render everything in the scene as if you had never created any additional render layers, you could render just the master layer The other layer currently contains the same information because we had everything selected as the layer was created The difference with this layer is that any rendering attribute can be overridden
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We are going to make render layer1 contain only the diffuse color information A diffuse color pass contains the basic color and shading information but excludes all specular and shadow
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The Complete Reference
FIGURE 27-8 The Render Layers window containing two render layers
Layer window modes Create empty layer Create new layer and assign current selection Render Settings Override Member Overrides Re-render Layer Override Shader
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