nHair created using
Paint Effects can be rendered directly using the
Maya Software renderer. If you convert the
Paint Effects to polygons, then you can render nHair in the mental ray and
Maya Hardware renderers. (See
Convert Paint Effects to geometry in Paint Effects.) Alternatively you can output just curves to another renderer, such as RenderMan.
Tip: You can render more hairs cheaply using
Paint EffectsMulti Streaks. These attributes are in the
Multi Streaks section of the hairSystemShape node
Attribute Editor.
You can render either a single frame, or render an animation by performing a batch render. For information, see the following:
To render a single frame of an nHair simulation
- Before rendering be sure to display the hair system’s
Current Position () and go to the frame you want to render.
- Click the
Render Settings
button in the
Status Line and do the following:
- Select a renderer from the
Render Using drop-down list.
- If you’re rendering
Paint Effects using the
Maya Software renderer, then turn on the
Oversample and
Oversample post filter options in the
Paint Effects Rendering Options section in the
Maya Software tab. This makes the hair even more realistic looking.
- If you’re rendering using
mental ray, see
Render Settings: mental ray tabs for information about the options in the
mental ray tab. You can use the
Production: Rapid HairQuality Preset when rendering hair in
mental ray (Render Settings window,
Quality tab). Alternatively, you can use the
Production: Fine Trace
Quality Preset as a starting point if you want to trace fur or hair in reflections.
- Click the
Render button in the
Status Line. This renders the current frame in the
Render View window.
To render an nHair simulation
- Before rendering be sure to display the hair system’s
Current Position ().
- Click the
Render Settingsbutton in the
Status Line. The
Render Settings window appears.
- Select a renderer from the
Render Using drop-down list.
- In the
Common tab, do the following:
- In the
File Name Prefix field, type the prefix you want to use for the rendered images.
- In the
Frame/Animation Ext field, select
name.ext.#.
- In the
Start Frame and
End Frame fields, type the first and last frames in the sequence you want to render.
- Optionally, go to the renderer-specific tab and turn on
Motion Blur in the
Motion Blur section.
Note: The animation will take longer to render with
Motion Blur turned on.
Motion blurred scenes would benefit from scene nCaching to prevent simulation problems during frame sampling. See
nCaching overview.
- If you’re rendering
Paint Effects using the
Maya Software renderer, then turn on the
Oversample and
Oversample post filter options in the
Paint Effects Rendering Options section in the
Maya Software tab. This makes the hair even more realistic looking.
- If you’re rendering using
mental ray, see
Render Settings: mental ray tabs for information about the options in the mental ray tab. You can use the
Production: Rapid HairQuality Preset when rendering hair in
mental ray (Render Settings window,
Quality tab). Alternatively, you can use the Production: Fine Trace
Quality Preset as a starting point if you want to trace fur or hair in reflections.
- Do one of the following:
- Select
.
- Select
. The
Batch Render Frame window appears. Change the options if desired and click
Batch Render.
To view your rendered animation, launch
Fcheck and then open the rendered .iff file. For more information on viewing the animation, see
Open a file in FCheck.
Rendering using distributed render
If you are performing a distributed render, or if you are splitting up the render for any reason, you should create a hair nCache. Creating an nCache lets you do distributed rendering and have the simulation match exactly.
For details, see
nCaching overview.