Preparing a File for Rendering
- Ensure your file has been properly set. If not, set the project folder up. Open the Maya file that will be rendered. Ensure there are no errors that prevent the file from loading properly.
- Use Save As to create a new version of that file that will be used exclusively for rendering on the Render Farm. Save this file as a Maya Binary.
- In this file, change all referenced items to imports through the following method:
- Open the Reference Editor by clicking on File -> Reference Editor.
- Select the first item on the list of references.
- In the Reference Editor window, select File -> Import Object From Reference.
- If a window appears asking about Namespaces, select Delete Namespaces.
- Repeat for each item until the list is empty, close the reference editor, and save the file.
- Note: Importing references can speed up render and lower ram usage significantly, but it may also cause shaders to break or create other errors. If such errors occur, and re-assigning shaders result in an "error parsing arguments" message, a file containing references may be used as a last resort.
- Make sure all textures are correctly linked to their corresponding shaders. To do this quickly while Maya is open, go to Window-> General Editors -> File Path Editor, and make sure all textures show up correctly.
- If no textures appear, make sure your project is set. Go to File -> Set Project, and select the project folder. Re-open the Maya file.
- If one or a few textures do not appear, correct the file path for those textures in the attribute editor.
- To correct file, select the folder icon next to Image Name.
- Navigate to correct folder, select file, and select Open.
- Save the file.
- If using fur, make sure that any length/direction/baldness maps are linked correctly by checking the file paths in the Attribute Editor.
- Play through the animation at real-time. Make sure there are no uncached simulations, and all caches are being found. All simulations must be cached or the file will not render correctly.
- If no caches are found, make sure your project is set. Go to File -> Set Project, and select the project folder. Re-open the Maya file.
- If one or a few caches are not found, correct the file path for those caches in the Attribute Editor.
- Select the simulation from Outliner Panel, navigate to the Cache tab in the Attribute Editor.
- Ensure the file path is correct in the Base Directory
- If it is not the correct file, select the folder next to the Base Name, navigate to correct file and select open.
Save the file.
- Open the Render Settings window and make sure all options are set correctly.
Make sure that naming conventions, file type, and frame padding are appropriately set.
Set the camera that the file will be rendered through. Make sure that the camera is not set to “persp”
Make sure that the frame range is correct, and By Frame is set to 1. Take note of the frame range, as this will need to be typed into Smedge later on.
Make sure that the image resolution is set correctly. If using Arnold 5, go through each tab and make sure the settings are correct. You will need to disable 'Auto-Convert Textures to TX Files'. This will prevent errors with your output files.
- If not done already, take note of the frame range of the animation. This will need to be typed into Smedge later on.
- Test render one frame of the animation. Make sure the frame looks appropriate, and fix any issues that arise.
- Save the file and close Maya.
- If the file is not already being kept in the Animation Server, which the render farm can access, drag the project folder onto Animation server, and fix all the file paths inside Maya.
Copy that folder to the shared Google Drive / Dropbox folder
Copy your animation folder to the shared folder named Superrendersfarm_yourusername
Now your file is ready to render at our farm.