The Advanced Options panel in the MayaMan Globals dialog contains parameters that do not normally need to be changed, except by advanced users.
color = pow((color gain), 1/gamma);
Logical settings are:
| # CPUs | # Renders | Behaviour |
| 1 | 1 | Single threaded: generate rib, then render, generate rib, then render, etc. |
| 2 | 1 | During RIB generation one render will also run, after RIB generation only one will run, this is useful if the render uses a lot of memory or you only have one license. |
| 2 | 2 | During rib-gen one render will also run, after RIB generation two renders will run. |
NB: The first RIB is always allowed to complete before the subsequent ones are started regardless of the number of cpus/renders selected, this is because the first frame might compute shadow maps/textures that are used for all frames.
The process is described in detail on page 178 of The RenderMan Companion.
See also Min/Max Samples in the raytracing panel.
Note, during a depth mask pass the shaders applied to the objects will
be subject to the 'Consider Surface Shaders' and 'Consider
Displacement Shaders' settings in global shadow options.
Note the the call at the start of the string.... this will usually be required for windows.
Pixel Variance
This setting can affect how often the scene is sampled (along with the Basic Options number of samples). Pixel Variance, being a method of adaptive sampling, can be used to increase scene quality. The value determines how much variation can be tolerated before the scene is super-sampled. If you had a scene with areas requiring high sampling, and others which don't, you could keep your samples low and reduce the pixel variance in order to only have higher samples in the areas needing them.Relative Detail
This control is a scaling factor for RenderMan's Level of Detail functionality. If relativedetail is greater than 1, the effective level of detail is increased, and a more detailed representation of all objects will be drawn. If relativedetail is less than 1, the effective level of detail is decreased, and a less detailed representation of all objects will be drawn. Level of Detail is not currently implemented in MayaMan 25/Jul/2001Hider Sampling
Controls which hider to use which basically is how the renderer
figures out what to cull and is a setting mostly for advanced users.
PRMan 11.5 has a new depth-mask sampler that is of interest
though... an arbitrary surface can be used to generate a depth mask
and the result used to clip the rest of the geometry. Objects that
have the 'Visible To Depth Mask Pass' attribute set will contribute to
a special shadow map that will hide part of the scene.
User Defined RIB Statements
This feature allows users to access particular unsupported options and features of renderers that are otherwise supported by MayaMan. The three text fields allow you to enter RIB statements that will be automatically inserted into the RIB that MayaMan outputs. The only difference between the three fields is their final location in the RIB. The "options" block will be output before the camera projection is setup, the "preworld" block will be output just before the "WorldBegin" in the RIB (good for clipping planes), and the "world" block will be output immediately after the "WorldBegin in the RIB file.
Pre/Post Render Scripts
Any MEL script entered into these boxes will be run prior to the render, after the render, prior to each frame beeing rendered and after each frame beeing rendered, respectively. MayaMan will expand any environment varialbes and MayaMan variables (eg PROJECTDIR, SCENENAME) provided that they are used with the correct syntax, eg print("My current Maya project directory is: $(PROJECTDIR) and MayaMan is installed to: $(MAYAMANROOT)\n")
Pre/Post Shell Scripts
Calls to these scripts are embedded in the .bat/.csh files that mayaman creates. These strings can contain arguments and will undergo variable expansion, for example: call do_something.bat #f $(PROJECTDIR)