MTORMaya 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 |
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 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 |
From the "RenderMan" you can access all of the various capabilities of the RenderMan Artist Tools.
|
Slim>
New Palette
Preferences . . . |
Use Slim to manage and authoring RenderMan shaders. For more info refer to: |
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 |
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. |
Soft Shadows> Attach Detach Select |
Simulate area light shadow effects. |
Motion Samples> Attach Detach Select |
Add multi-segmented 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. |
CSG> Primitive Difference Intersection Union Detach Select |
Use Constructive Solid Geometry (CSG) techniques to create special effects. For more information refer to |
Blobs> Constant Ellipsoid Segment Plane Set Color Set Opactity Add Multiply Max Min Subtract Divide Negate Detach Select |
Model with blobby surfaces. |
NURBS UVs> Legacy Maya |
Determines how MTOR interprets the surface parameterization of Maya NURBS. For the details see: Surface Parameterization. |
Maya Subdiv UVs> Facevarying Smooth |
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: |
Applications>
"It" |
Use Alfred to distribute render jobs. |
Pixar
Subdivisions
Mesh as Subdiv Toggle Object XRay Add Crease Add Corners Add Holes Create Shading Set |
For more info refer to: |
Where do I go now, you ask? Well, we suggest one of the
following:
walk through the RAT Tutorials
read the Slim introduction
take a nice walk outdoors, followed by a bath, a warm glass of milk and a good night's sleep.
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.
Pixar Animation Studios
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