You can now easily create render pass nodes through the
Hypershade and view the output of these pass nodes directly in the
Render View. Furthermore, you can create basic compositing graphs using render passes, render targets, and standard Maya shading utility nodes and visualize the result directly in the
Render View or via a batch render.
This is a view of the scene that is used in this example workflow.
Note: You must use mental ray rendering with this feature.
Before you begin
- You must include a source of final gather, for example, a background image loaded as an IBL (image based lighting). In the IBL
Attribute Editor,
Render Stats section, disable
Primary Visiblity.
- Select
Windows > Rendering Editors > Render Settings.
- Select mental ray as your renderer.
- Select the Indirect Lighting tab and enable
Final Gather and
Ambient Occlusion.
Note: Under the
Ambient Occlusion section, set
Rays to 64.
Caution: Ensure that the
Use Maya-style alpha detection on file textures option is disabled under
Windows > Settings/Preferences > Preferences > Rendering.