I will try it:
> so can you give me some tips on optimizing the scene to render in maya?
> if anyone can provide solutions/sugguestions to my mentioned points will
> highly appreciated:)
> 1) NURBS not smooth!!!!!!!!
> and if i set the tesellation setting high, it takes very very long to
> just to make it smooth.
> Also, maunally set the tesselation setting high for each object is
First of all, you can set the tesselation for all your objects using the
Attribute Spreadsheet. Also, I recommend not to use the default settings but
use explicit tesselation - this way you will have better control over your
objects tesselation. I personally dont like the secondary tesselation
options since they are quite difficult to handle. The only thing I quite
always turn on, is the smooth edge, especially usefull when you have beveled
> 2)when the camera is animated, some surface, particualry "walls" will
> sudeenly disappear when the camera reach some position.
I guess this is a clipping plane problem. Just play around with your
clipping plane settings of the camera. Also, I experienced, that setting the
FRONT-clipping plane to a slightly higher number than the default of 0.1
(say, 5 or so) gives me a great reduction of clipping problems. For some
funny reason, the Auto Render Clipping plane doesnt work very well on some
scenes, so you might try turning it off.
Quote:> 3)it is generally SLOW...especially when there is many objects in the
Well, which renderer ist not? But I admit, Maya is quite slow (although when
you use raytracing and 3D-Motion blur the renderer seems to be faster than
Max or older Mental Ray Version (<2.0)).
For some optimization I would recommend to 1. adjust your tesselations, 2.
dont use extensive shading networks when you could convert them to
file-textures. Especially shading-networks wiht bump-mapping are terrible
slow (at least in Maya 2.5 which I use). Also use the iff or sgi
image-format for your textures which should be rectangular if possible
(improves quality). 3. Play around with shading samples and max shading
samples - this can give large improvements. Depending on the media you are
rendering for use different filters - a box-blur works well for TV since it
makes everything a bit blurry and reduces flickering.
Quote:> 4)some times texture got "flaws"....
Dont know what exactly you mean.
Quote:> 5) only raytracing for reflection and refraction, no auto-gernerated
> reflection map like MAX and renderman
> but ratracing is very time consuming.....
That one disturbs me a lot, too. However, there was a tutorial somewhere in
the Maya community that can fake this quite well for some situations.
Hope this helps