Traditional Culture Encyclopedia - Photography and portraiture - How to render video in maya
How to render video in maya
First of all, maya can also render directly in avi format, but it can't be compressed.
batch render in maya's rendering module & gt; Batch render
Click it and you can ignore it. It is rendered in the background, so you can't see it in the view.
the method is to select avi as the rendering format on the rendering panel, and then click batch render directly.
Let's take a look at the settings of the rendering panel first. Another one is frame/animation ext, which needs to be explained. There are not so many empty places on the diagram.
This is an attribute setting in the form of setting specific file names. In its drop-down menu, there are six different forms to be selected by the operator. The first two items, that is, the one with the word (single frame) behind it, set the form of single frame rendering, while the other forms set the picture sequence.
In many cases, when making film and television works, the format of directly rendered video is not used, but the problem of compression is considered, so it is generally rendered into a sequence of pictures, that is, a single frame, and then synthesized and adjusted in the later software, and finally output.
this setting is also available in maya's rendering panel. You can see that the other four forms all have a "#" character, which represents the name of the frame. For example, the first frame will be automatically named 1, the 25th frame will be named 25, and so on.
Another method for maya to render animation is as follows:
Open render setting and set your animation format avi or tga, etc. avi is a video tga, which is usually a single-frame image sequence
Then set the start frame for rendering and the ending frame for rendering.
then select the camera to render, if you have your own camera.
Otherwise, use the default perspective camera output file and store it in the image folder of the project folder.
Close the rendering setting window after setting?
switch to the rendering module
render under the menu, and find batch rendering in the rendering drop-down menu. Click Start Render
Finally, look at the information feedback bar under the command bar, and you should see a string of numbers and characters flashing rapidly. Congratulations on starting rendering. The rest is to wait until the information feedback bar is no longer flashing to prove that the rendering has been completed. Then
set the rendering properties
Render Settings
in Maya Software,
File Name Prefix is named %s/%l/%l
Frame/Animation Ext is changed to name.# . ext
the start frame and the end frame should be set to
Frame Padding. Set the number of rendered frames by adding one more bit according to the number of rendered frames. For example, when 25 frames are over, this is set to 3
Camera is set to the camera you want to render. If there is any conflict, the camera is in the Output Settings in the camera properties node.
Renderable
turn off the image size
set to ccirpal/quantelpal in presets
other properties remain unchanged
go to Maya Software
set quality to production quality
other properties remain unchanged
after setting the above
clear the redundant materials and maps?
open the material panel and select Edit> Delete Unused Nodes delete useless materials?
Open the Textures mapping panel again, find all the mapping paths and recognize the mapping
Clean up the Outliner
Keep the panel simple
Set the layer and render the layer
Delete all the previous layers first, and if you feel that it is unnecessary to delete the layers, you don't need to delete them
All the stationary objects can be classified as one layer
All the moving objects can be classified as one layer. Blend shape can belong to one floor
lighting and other things can belong to one floor
PS: it is set to be convenient for later searching for objects to make changes
Classification of rendering layers
The layer is named as file name _ shot)_ name _ object name (person is man _ s (shadow) or c (color)
Just press "r" before rendering layer. Without the "r", the scene objects that don't move will not be rendered
belong to one layer ~ because only one frame is needed to render the moving objects as one layer
When there is an obstruction, choose the obstruction and the obstructed objects to be unified into one layer. And give the shelter a lanbert material
and find Matte Opacity
in the material attribute node. Set Matte Opacity Mode to Black Hole to shelter
Shade as a layer
Set the object to cast shadow and light in
If the object that casts shadow is not refracted and reflected, it will be in the window >: General Editors> Attribute Spread Sheet
open the panel and find the Render. Turn off the
Visible In Refle and Visible In Refra to asts Shadows, and open the
Receive Shadow to accept shadows according to the objects to be projected. According to whether the corresponding object needs to accept the projection of other objects, make corresponding treatment.
For example, the floor can turn off the refraction and reflection, and cast shadows, and just turn on and accept shadows.
Objects above the floor are set to be invisible (Renderstats in the attribute node > Receive Shadows refract shadows
and Primary Visibility are first visible. Close according to the situation)
But what's special is that the floor plays a role of shading, so that the shadow can't penetrate through it, so the objects on the floor must be added with a Use Background material to achieve the shading effect.
Finally, the objects that need to be illuminated can be classified into the same layer according to the lights in the scene.
For example, if an object is illuminated by only two lights, but there are ten lights in the scene, it is only necessary to put those two lights.
to simulate global light, you must right-click in the current rendering layer and select presets >; Occlusion
above is a simple Rendering setting
The last thing to do is to find render >; Batch Render batch rendering
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