The following table lists the Maya equivalents for terms and workflows related to rendering in Softimage.
| In Softimage | ...becomes in Maya |
|---|---|
|
Render Tree: 7 Material Manager: Alt + 7 |
The Hypershade allows you to build shading networks by creating, editing, and connecting rendering nodes, such as textures, materials, lights, rendering utilities, and special effects. See Hypershade window for more information. See also About ShaderFX for information on how to create hardware shaders using ShaderFX. |
|
Click + drag in the Render Tree to connect nodes |
Middle-click + drag in the Hypershade window to connect nodes. |
|
Render passes, partitions, and overrides |
![]() For Maya 2016 Extension 2: The new render setup system in Maya 2016 Extension 2 provides a workflow of creating render layers, collections, and overrides that is similar to that in Softimage. See Render setup in Maya for more information.For Maya 2016 and Maya 2016 Extension 1: Render layers are the equivalent of render passes and partitions in Softimage. Overrides are applied per object, not to the partition. For example, to create a shader override:
To remove the override, you must select the object again and re-assign its material; or, remove the override from the Attribute Editor. If you are using the mental ray renderer, you can also use render pass contribution maps to create a subset of objects or lights in your scene. |
|
Render region (Q) |
Click
Tip: If your renderer supports interactive rendering, you can also use the IPR functionality. IPR follows your current
Render Settings.
See Render View and About Interactive Photorealistic Rendering (IPR) for more information. |
|
Render > Preview |
Click
|
|
Rotoscopy |
Image planes Create an image plane via a camera's Attribute Editor; or, select . See Image planes. Note: Watch this video to learn how to create image planes for rotoscopy:
Softimage to Maya Bridge: Creating Image Planes for Rotoscopy
|
|
Image node |
File node |
|
Gradient shader |
Ramp Shader Note: Create shading or render nodes via the
Hypershade window.
|
|
Constant shader |
Surface Shader |
|
Mix node |
Blend Colors |
|
Stand-in |
Render proxy |
|
Hue Offset (Overlay) blending mode |
Do either of the following:
Tip: Use the
or
to connect your nodes.
If connecting bump maps to mia_material, use mia_material_x_passes and connect your bump maps to the Standard Bump attribute (instead of the Overall Bump attribute). |