Here are the settings and accompanying screenshots for lighting/rendering on the HR project. You may have to click on the images to make them large enough to read.
To begin, open up your Render Global Settings window. Make sure it is set to render with Mental Ray and not Maya Software or something else.
Settings for Common tab:
- Image format should be changed to OpenEXR (the exr format is ideal as it allows for multiple passes to be contained in a single file whereas these same passes would have to be split up into separate files using almost any other file format. The exr format also has good support for floating point bit depths, which is also lacking in many other formats).
- Frame/Animation ext should be changed to "name.#.ext" (most compositing programs prefer this formatting for image sequences)
- Be sure to change the Frame Range and Renderable Camera to the proper settings for your shot
- Change the height and width of your shot to 720 pixels wide and 388 pixels high
- Under render passes press the button with an image of a sparkling clapper that will be in the top-right most corner of the window. This will bring up a dialog with different types of passes to choose from. Create passes for 2D Motion Vector and Camera Depth and then close the dialog.
- After doing this you must explicitly add these passes to each layer you wish to have it rendered out for (thus all passes don't need to be put out for all Render Layers). When highlighting a pass, a button with a image of a clapper and a green checkmark should no longer be grayed out; pressing this button will associate the highlighted pass with the currently selected render layer. The Camera Depth pass should be added to every single layer pretty much without fail. The 2D Motion Vector pass only needs to be added to render layers that have moving objects in them (keep in mind that if your camera is moving then, for all intents and purposes, all your objects in all your render layers are moving)
- Render Mode should be set to Normal
- Primary Renderer should be set to Scanline
- The only secondary Effect that should be toggled on should be Raytracing. If you are not using Raytrace shadows you should also turn this off. If you are unsure of whether you are using Raytrace shadows or not then simply leave raytracing on.
- Shadows should be turned on
- Motion blur should be turned off (the 2D Motion Vector pass will allow us to compute this in post)
- All other settings on the Features tab can be left at their defaults.
- Under Anti-Aliasing quality:
- Set sampling mode to Custom Sampling
- For foreground render layers set Min Samples to 0. For background render layers set Min Samples to 1.
- For foreground render layers set Max Samples to 2. For background render layers set Max Samples to 4.
- For Multi-Pixel filtering set the Filter Type to Gauss and Filter Fize to 3.0 x 3.0
- Under Anti-Aliasing quality, all other settings can stay at their defaults
- Under Raytracing
- Raytracing should automatically be turned on when you toggled it under the Features tab. If for some reason it is not on then do so now.
- Set Reflections to 3
- Set Refractions to 3
- Set Max Trace Depth to 10
- Set Shadows to 2
- Set Reflection Blur Limit to 1
- Set Refraction Blur Limit to 1
- Under Framebuffer
- Set the data Type to "RGBA (Half) 4x16 Bit"
- Be sure to click "Create" on "Image Based Lighting" if Rob has photographed an HDR image for the set you are lighting. When you do so an Environment light will appear in your scene's outliner. Be sure to set all your option appropriately within the environment light (such as which HDR image to use and so forth).
- Make sure all other indirect lighting options are turned off. Most of these features add an excessive amount of work to mental ray which slows down render times considerably. Also, some (such as Final Gather) can sometimes cause flickering renders, which means you may have to re-render your entire shot or at least individual frames. Joe Creswell recommends using Final Gather in his previous post as it does improve the quality of the final renders (as do most indirect lighting features). However, Hazel and I have found the high render times and flickering frames to not be worth the time and effort. I suggest avoiding Mental Ray's indirect lighting features (other than image based lighting) whenever possible. Similar features can be faster to render in some other renderers, but as a general rule indirect lighting features are slow and/or hard to work with in most renderers and should be avoided unless necessary (or you have a large, fast render farm at your disposal or you are only rendering a single still image).
- Leave these settings alone. Whatever defaults Maya has in here should be just fine.


















Since the camera you will be using in the HR scenes will not be moving during the entirety of the shot, you will not have to render several frames of the background. It will be easier to just render your background seperate from your characters on one layer and one frame. Then render your characters on a seperate layer without the background. An example of this set up is above.










