1.99 - News:
- Maya 2013, 2014, 2015 support.
- Beware: Maya 2014 and 2015 support is quite experimental, I haven't used the script a lot with these releases.
- Both "Render Frame" and "IPR Render" buttons are modified to have a camera selection popup menu when clicking with the right mouse button.
- The scene preparation and render time is displayed at the bottom of the renderView After rendering a frame.
- A new Snapshot button added, with the usual right button camera selection menu.
- Render Diagnostics button is removed since it is in the upper menu and it's a rarely used tool. (And we need space for panel mode. :)
- Color button is extended with a right click menu for all the available display types. (Color/Alpha/R/G/B/Luminance)
- Alpha button removed. Now left clicking the Color button toggles color and alpha channel display.
- Right clicking on the Render Globals button brings up a menu to set things without opening the clumsy Render Globals Window:
Render All / Selected only (+ an option for automatic selection for rendering)
Render Quality (Containing user presets)
Motion Blur (off/2d/3d)
Render options (Use Default Light on/off, Depth-Map Shadows, Composite (No premultiply), Paint Effects render, Oversample Paint Effects
Turn All Image Planes on/off (either at once or only at render time)
Select Active (renderable) Camera and set Output Channels (Color/Alpha/Depth)
Image Format (including user defined image formats if there is any defined in the userImageFormats.mel)
+ in case of Mental Ray:
Final Gathering, Global Illumination, Caustics, Displacement, Shadows on/off
Approximation editing: create, assign and edit approximations from the render view. (Works with any number and any type of selected objects)
When choosing a different MR render quality preset switches like raytracing and FG remain the same (only the values change).
- Framestore button:
Set Render-info display - GUI to set what kind of information should be displayed in the bottom of the RenderView
Open the mayaImageTool Window - GUI to modify image names, check and compare rendered data, save images, add comments.
Auto-open the mayaImageTool window - Checkbox to automatically open the mIT window after every render.
Add note to rendered image - Renders user defined information on the bottom of the image.
(Date is added as Year/Month/Day)
Save kept images to disk - Option box lets you define a specific filename instead of the current image name set in the render globals.)
Load previously saved images from disk
Delete previously saved images from disk
Remove all images from RenderView
- Preview Resolution button to quickly display and modify the test resoluion. (with a new 75% resolution option)
- Ray Tracing On/Off button that displays the current state of raytracing. Right clicking this button brings up a new marking menu to set Mental Ray sampling parameters directly, like easily multiply/divide all the sampling contrast values together.
- The Renderer selection menu has new menuitems to load the currently unloaded renderers.
- Exposure slider. Right click menu allows setting the default value.
Render Utilites (a new menu in the renderView):
- "Render Multiple Frames" lets you render any number of different images (or image region) into the Render View or directly to disk. You can generate sequences based on start frame/end frame/step count or add frames manually and assign a new camera to any frame. (This camera will be used until you define a new one in the list.) You can easily render many frames using different cameras for preview, check animation key positions or render a whole animation within Maya. (This is slower than batch mode but it can fix render problems that are known to happen sometimes while using mayabatch. :) Read button annotations for further details.
- "Display Mental Ray Tesselation" renders the wireframe image of the selected object(s). This feature displays the effect of the currently assigned approximations. The render uses the current resolution with min=max=0 sampling, and the basic mental ray contour calculation method to avoid installing custom shaders.