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MayaMan Extra Output Channels

Some RenderMan renderers allow you to output additional image channels along with the normal RGBA channels. This dialog allows you to select which channels to output, their format and parameters. See the PRMan Application note #24 for more details.

Output Extra Channels during Preview

This option controls whether the extra output channel images are produced when doing a preview.

Output Extra Channels during Render

This option controls whether the extra output channel images are produced when doing a render-single or render-sequence.

Channels Listing

This listing shows all the extra output channels currently configured to be output at render time. This list is initially empty. You can modify any added channels by typing into the fields of the listing.

Individual channels can be turned on and off with the On column, if a channel is marked as off then the channel will not be output regardless of the state of the Output Extra Channels during xxx checkboxes.

By default each channel will be output to a file name that is synthesized from the normal output file name and the channel name. This can be overridden by making an entry in the Path column. The value supplied should not attempt to specify frame numbering or extension as mayaman will automatically add them. For example, the __diffuse channel would normally get written to somewhere like $(PROJECTDIR)/mayaman/images/$(SCENENAME)__diffuse.0001.tif but you might want it to go into a subdirectory called diffuse but otherwise named like the main image. This would be accomplished with a setting like this: $(PROJECTDIR)/mayaman/images/diffuse/$(SCENENAME).

General Channel Options

Channel

Here you select the channel to output. Select one of the preconfigured channels, or select '<custom>' and type a channel name in the edit field to the right of the channel dropdown box. You can output variables from your RenderMan shaders by declaring them to be 'output' type in the shader and entering their name here.

Type

Select the type of the channel being output. This is the type of the input value, not how it will be written out.

Dither

The extra output channel images can be dithered, just like the main output image.

Quantization Channel Options

Here you can enable the quantization of the output channels. Without doing this they will be saved out in floating point format, which most tools cannot read correctly. See the MayaMan Advanced Options dialog for more details on quantization.

Channels that Magic Shaders Produce

The magic shaders produce the following output variables, the suggested quantization and dither settings are a good place to start, more advanced users may wish to output things like __normal unquantized (ie: as floating point data):

Channel Description Type Quantize Min Max Zero One Dither Dither Amount
__shadow a color representing the amount of shadow at each pixel, computed as the sum of the inverses of the shadows for all lights casting shadows on the surface Color on 0 255 0 255 on 0.5
__specular a color representing the amount of specular at each pixel Color on 0 255 0 255 on 0.5
__reflect a color representing the reflection at each pixel Color on 0 255 0 255 on 0.5
__refract a color representing the refraction at each pixel Color on 0 255 0 255 on 0.5
__incandescence a color representing the incandescence at each pixel Color on 0 255 0 255 on 0.5
__ambient a color representing the ambient light at each pixel Color on 0 255 0 255 on 0.5
__diffuse a color representing the amount of diffuse light at each pixel including shadows Color on 0 255 0 255 on 0.5
__diffuse_unshadowed a color representing the amount of diffuse light at each pixel excluding shadows Color on 0 255 0 255 on 0.5
__normal a normalized forward facing vector in camera space representing surface normal Normal on 0 255 128 255 on 0.5
__matteOpacity the matteOpacity output of the shaders Float on 0 255 0 255 on 0.5
__indirect a color representing the amount of indirect at each pixel Color on 0 255 0 255 on 0.5

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