MTOR

Maya to RenderMan

 
What's New
Release Notes 
 
Using MTOR
RenderMan Globals
The MTOR Menus  
Modeling Features 
Rendering Feature Guide
Ray Tracing
Particles
The RAT Tutorials
Advanced Topics
Scripting with MTOR
Creating RIB Generators

Overview

About MTOR
MTOR provides a seamless interface between Alias' Maya and Pixar's RenderMan.  MTOR  automatically translates a wealth of data from Maya, including Maya's subdivision surfaces and particle systems. MTOR, however, is much more than a simple file format converter, offering many advanced features for the management of complex scenes to allow a high degree of scalability. Automatic RIB archiving, conditional shader attachment and enhanced scriptability allow a high degree of control.

The MTOR Plugin
The most important MTOR components are mtor.so and Slim. These interactive tools are the primary means by which you attach RenderMan attributes to objects in your scene. They are seamlessly integrated with the Maya environment by way of the Maya API architecture. MTOR also employs Alfred to cause RIB files to be renderer on multiple (local or remote) processors. In addition to translating geometric primitives, MTOR provides tools to attach and edit RenderMan shaders and establish connections between Maya attributes and RenderMan shader parameters. In addition, MTOR automates the process of depth, environment and reflection map computation and allows complete control over parameters governing this process.

Maya Support
MTOR supports many different aspects of Maya. MTOR will automatically translate everything from lights to particle systems to maya subdivision surfaces. MTOR can inherit many settings directly from Maya automatically, while also providing enhanced control over your renderings with RenderMan shaders. With that said here's a rather comprehensive list: MTOR's Support for Maya Attributes.

Batch Rendering
An additional program, mtor, provides script-based control over most of MTOR's capabilities. Additionally, it supports a mode in which RenderMan attributes and Appearance parameters can be edited without launching the Maya app. Out of the box, mtor is primarily used in conjunction with Alfred during batch renderings. If you wish to integrate MTOR scripting into your production flow or are interested in a level of control beyond the standard scripts output by the MTOR plugin, this may be of interest.

More MTOR
As you delve more deeply into MTOR, you'll begin to appreciate some of these powerful features: 

Support for RenderMan Shaders 
Rich Collection of Standard Looks and Shaders
Interactive Shader Generation (with Slim)
Shader Parameter Editing and Animation
Custom Support for Slim Templates (for shader developers)

Control over RIB Contents 
Interface for Arbitrary RIB Archiving with AutoArchivers
Scriptable RIB Generation 
Plugin Architecture for RIB Generators

Control over Rendering Jobs 
Use Computed Maps for Automatic Shadow and Reflection Computations
Efficient Render Tuning Workflow with the RenderMan Globals
Sophisticated Network Rendering Job Control (with Alfred)
Scripted Compositing Integrated Into Design Phase (with "it")


The MTOR Menus

The menus of the RenderMan Artist Tools can be accessed from the main Maya menus or from the Maya Hotbox. These menus offer a wide varieties of tools and controls for setting up and rendering your scenes with PRMan.  

RenderMan>

Render
RenderMan Globals . . .
Workspace Editor . . .
Slim>
New Coordinate System
New Clipping Plane
Attributes>
Primitives Variables>
Applications>
About MTOR
Pixar Subdivs>

From the "RenderMan" you can access all of the various capabilities of the RenderMan Artist Tools.

 

Slim>

New Palette
Add Palette . . .
Show Palettes
Stow Windows
Lower Windows
Raise Windows
Edit Associated Appearances

Preferences . . .
Msg Log . . .
Console . . .
About . . .

Use Slim to manage and authoring RenderMan shaders.

For more info refer to:
Slim: Basic Operation

Attributes . . .  

MTOR Invisibility>

Select

Attach Invis

Toggle Invis

Detach

Control the visibility of objects via MTOR's own scriptable attributes.

Appearances>

Pick Nodes With Appearances

Delete Appearance Attributes

Delete Stray Appearances

Re-key Appearances

Attach and detach object appearance attributes.

Trace>

Create Trace Set
Select Trace Sets

Create sets of objects that are visible to rays on a per shader basis. See Selective Ray Tracing.

Curve Rendering>

Attach 

Detach

Select

Render curves with this attribute.
For more info:
Curve Rendering

Soft Shadows>

Attach 

Detach

Select

Simulate area light shadow effects.
For more info:
Application Note #26

Motion Samples>

Attach 

Detach

Select

Add multi-segmented motion blur.
For more info:
Multi-Segment Motion Blur

Level of Detail>

Attach LOD Control

Detach

Select

Attach Detail Range

Detach

Select

Blend models of varying degrees of complexity, depending on their distance from the camera.
For more info:
Level of Detail with MTOR

CSG>

Primitive

Difference

Intersection

Union

Detach

Select

Use Constructive Solid Geometry (CSG) techniques to create special effects.

For more information refer to
CSG - Constructive Solid Geometry  
Tutorial: Using CSG

Blobs>

Constant

Ellipsoid

Segment

Plane

Set Color

Set Opactity

Add

Multiply

Max

Min

Subtract

Divide

Negate

Detach

Select

Model with blobby surfaces.
Modeling with Blobbies

NURBS UVs>

Legacy

Maya
Detach 
Select

Determines how MTOR interprets the surface parameterization of Maya NURBS. For the details see: Surface Parameterization.

Maya Subdiv UVs>

Facevarying 

Smooth
Detach
Select

Attribute which determines how textures are mapped to the surface of a Maya sub-division surface.
Primitive Variables

_Pref: freez

_Pref: select

_Pref: delete

st: chord length

st: random

st: select

st: delete

any: select

any: delete

Define the parameterization qualities of an object.

For more info refer to:
Texture Mapping and Surface Parameterization &
Creating Reference Geometry

Applications>

Alfred  

"It"

Use Alfred to distribute render jobs.
Use "it" for images display and scripted image composisting.

Pixar Subdivisions

Mesh as Subdiv

Toggle Object XRay

Add Crease

Add Corners

Add Holes

Create Shading Set

For more info refer to: 
Working with Subdivision Surfaces


 Where do I go now, you ask? Well, we suggest one of the following:

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MTOR and Slim Integration

When Maya loads the MTOR plugin, MTOR, in turn, launches Slim in server mode.  At this time a communication channel between the MTOR plugin and Slim is created and it is over this channel that MTOR and Slim communicate. Also during this launch phase a sequence of initialization and preferences files are loaded. The details of this process are discussed elsewhere but you should know that you can extend MTOR and Slim's scripting environments jointly (via TOR.ini) as well as independently (via mtor.ini and slim.ini).

Generally, Slim acts as an appearance server by responding to MTOR's queries about individual appearances.  Appearances are attached to Maya objects by MTOR via custom Maya attributes.  This topic is discussed in more detail in the MTOR docs. In this context, appearances are identified by their unique ID (an odd-looking collection of 16 characters) and it is this ID that MTOR uses as the basis for most Slim queries.  

To intercommunicate,  Slim and MTOR employ a simple RPC-like protocol through which flows standard Slim scripting commands.  The Slim Console window provides you with access to the same Tcl interpretter that MTOR sees and can be an invaluable tool for programmers and TDs as you develop expressions and Tcl procedures.

When Slim is started in server mode, the standard Slim hub window isn't presented.  Rather all Slim controls are provided by MTOR via its Slim menu, below. But before getting into the details of the Slim menu we should delve briefly into the mechanics how Slim data is stored in Maya scene files.


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