如题
我只知道要用shell的脚本,还说shell的脚本要比WIN的cmd强不知多少倍..
可是如此简单的命令我却不会...
maya如何进行批处理渲染?
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- 帖子: 129
- 注册时间: 2007-12-01 22:39
-
- 帖子: 3
- 注册时间: 2007-02-05 4:18
和win下的批渲染没什么区别
$ Render --help
Usage: Render [options] filename
where "filename" is a Maya ASCII or a Maya binary file.
Common options:
-help Print help
-test Print Mel commands but do not execute them
-verb Print Mel commands before they are executed
-keepMel Keep the temporary Mel file
-listRenderers List all available renderers
-renderer string Use this specific renderer
-r string Same as -renderer
-proj string Use this Maya project to load the file
-log string Save output into the given file
Specific options for renderer "default": Maya software renderer
General purpose flags:
-rd path Directory in which to store image files
-im filename Image file output name
-fnc int File Name Convention: any of name, name.ext, ... See the
Render Settings window to find available options. Use namec and
namec.ext for Multi Frame Concatenated formats. As a shortcut,
numbers 1, 2, ... can also be used
-of string Output image file format. See the Render Settings window
to find available formats
-s float Starting frame for an animation sequence
-e float End frame for an animation sequence
-b float By frame (or step) for an animation sequence
-pad int Number of digits in the output image frame file name
extension
-rfs int Renumber Frame Start: number for the first image when
renumbering frames
-rfb int Renumber Frame By: step used for renumbering frames
-se int Obsolete flag identical to -rfs. Used only for backward
compatibility
-be int Obsolete flag identical to -rfe. Used only for backward
compatibility
-cam name Specify which camera to be rendered
-rgb boolean Turn RGB output on or off
-alpha boolean Turn Alpha output on or off
-depth boolean Turn Depth output on or off
-iip Ignore Image Planes turn off all image planes before
rendering
-x int Set X resolution of the final image
-y int Set Y resolution of the final image
-percentRes float Renders the image using percent of the resolution
-ard float Device aspect ratio for the rendered image
More advanced flags:
Anti-aliasing quality:
-eaa int The anti-aliasing quality of EAS (Abuffer). One of:
highest(0), high(1), medium(2), low(3)
-ss int Global number of shading samples per surface in a pixel
-mss int Maximum number of adaptive shading samples per surface
in a pixel
-mvs int Number of motion blur visibility samples
-mvm int Maximum number of motion blur visibility samples
-pss int Number of particle visibility samples
-vs int Global number of volume shading samples
-ufil boolean If true, use the multi-pixel filtering; otherwise use
single pixel filtering
-pft int When useFilter is true, identifies one of the following
filters: box(0), 囗囗囗囗囗囗囗囗(2), gaussian(4), quadratic(5)
-pfx float When useFilter is true, defines the X size of the filter
-pfy float When useFilter is true, defines the Y size of the filter
-rct float Red channel contrast threshold
-gct float Green channel contrast threshold
-bct float Blue channel contrast threshold
-cct float Pixel coverage contrast threshold (default is 1.0/8.0)
Raytracing quality:
-ert boolean Enable ray tracing
-rfl int Maximum ray-tracing reflection level
-rfr int Maximum ray-tracing refraction level
-sl int Maximum ray-tracing shadow ray depth
Field Options:
-field boolean Enable field rendering. When on, images are interlaced
-pal When field rendering is enabled, render even field
first (PAL)
-ntsc When field rendering is enabled, render odd field
first (NTSC)
Motion Blur:
-mb boolean Motion blur on/off
-mbf float Motion blur by frame
-sa float Shutter angle for motion blur (1-360)
-mb2d boolean Motion blur 2D on/off
-bll float 2D motion blur blur length
-bls float 2D motion blur blur sharpness
-smv int 2D motion blur smooth value
-smc boolean 2D motion blur smooth color on/off
-kmv boolean Keep motion vector for 2D motion blur on/off
Render Options:
-ifg boolean Use the film gate for rendering if false
-edm boolean Enable depth map usage
-g float Gamma value
-premul boolean Premultiply color by the alpha value
-premulthr float When premultiply is on, defines the threshold used to
determine whether to premultiply or not
Memory and Performance:
-uf boolean Use the tessellation file cache
-oi boolean Dynamically detects similarly tessellated surfaces
-rut boolean Reuse render geometry to generate depth maps
-udb boolean Use the displacement bounding box scale to optimize
displacement-map performance
-mm int Renderer maximum memory use (in Megabytes)
Render Layers and Passes:
-rl boolean|name(s) Render each render layer separately
-rp boolean|name(s) Render passes separately. 'all' will render all passes
-rs boolean Obsolete flag. Used only for backward compatibility
-sel boolean|name(s) Selects which objects, groups and/or sets to render
-l boolean|name(s) Selects which display and render layers to render
Mel callbacks
-preRender string Mel code executed before rendering
-postRender string Mel code executed after rendering
-preLayer string Mel code executed before each render layer
-postLayer string Mel code executed after each render layer
-preFrame string Mel code executed before each frame
-postFrame string Mel code executed after each frame
-pre string Obsolete flag
-post string Obsolete flag
Other:
-rep boolean Do not replace the rendered image if it already exists
-reg int int int int Set sub-region pixel boundary of the final image:
left, right, bottom, top
-n int Number of processors to use (0 indicates use all
available)
-mf boolean Append image file format to image name if true
-sp boolean Generate shadow depth maps only
-amt boolean Abort renderer when encountered missing texture
-ipr boolean Create an IPR file
-keepPreImage boolean Keep the renderings prior to post-process around
*** Remember to put a space between option flags and their arguments. ***
Any boolean flag will take the following values as TRUE: on, yes, true, or 1.
Any boolean flag will take the following values as FALSE: off, no, false, or 0.
e.g. -x 512 -y 512 -cam persp -im test -of jpg -mb on -sa 180 file
$ Render --help
Usage: Render [options] filename
where "filename" is a Maya ASCII or a Maya binary file.
Common options:
-help Print help
-test Print Mel commands but do not execute them
-verb Print Mel commands before they are executed
-keepMel Keep the temporary Mel file
-listRenderers List all available renderers
-renderer string Use this specific renderer
-r string Same as -renderer
-proj string Use this Maya project to load the file
-log string Save output into the given file
Specific options for renderer "default": Maya software renderer
General purpose flags:
-rd path Directory in which to store image files
-im filename Image file output name
-fnc int File Name Convention: any of name, name.ext, ... See the
Render Settings window to find available options. Use namec and
namec.ext for Multi Frame Concatenated formats. As a shortcut,
numbers 1, 2, ... can also be used
-of string Output image file format. See the Render Settings window
to find available formats
-s float Starting frame for an animation sequence
-e float End frame for an animation sequence
-b float By frame (or step) for an animation sequence
-pad int Number of digits in the output image frame file name
extension
-rfs int Renumber Frame Start: number for the first image when
renumbering frames
-rfb int Renumber Frame By: step used for renumbering frames
-se int Obsolete flag identical to -rfs. Used only for backward
compatibility
-be int Obsolete flag identical to -rfe. Used only for backward
compatibility
-cam name Specify which camera to be rendered
-rgb boolean Turn RGB output on or off
-alpha boolean Turn Alpha output on or off
-depth boolean Turn Depth output on or off
-iip Ignore Image Planes turn off all image planes before
rendering
-x int Set X resolution of the final image
-y int Set Y resolution of the final image
-percentRes float Renders the image using percent of the resolution
-ard float Device aspect ratio for the rendered image
More advanced flags:
Anti-aliasing quality:
-eaa int The anti-aliasing quality of EAS (Abuffer). One of:
highest(0), high(1), medium(2), low(3)
-ss int Global number of shading samples per surface in a pixel
-mss int Maximum number of adaptive shading samples per surface
in a pixel
-mvs int Number of motion blur visibility samples
-mvm int Maximum number of motion blur visibility samples
-pss int Number of particle visibility samples
-vs int Global number of volume shading samples
-ufil boolean If true, use the multi-pixel filtering; otherwise use
single pixel filtering
-pft int When useFilter is true, identifies one of the following
filters: box(0), 囗囗囗囗囗囗囗囗(2), gaussian(4), quadratic(5)
-pfx float When useFilter is true, defines the X size of the filter
-pfy float When useFilter is true, defines the Y size of the filter
-rct float Red channel contrast threshold
-gct float Green channel contrast threshold
-bct float Blue channel contrast threshold
-cct float Pixel coverage contrast threshold (default is 1.0/8.0)
Raytracing quality:
-ert boolean Enable ray tracing
-rfl int Maximum ray-tracing reflection level
-rfr int Maximum ray-tracing refraction level
-sl int Maximum ray-tracing shadow ray depth
Field Options:
-field boolean Enable field rendering. When on, images are interlaced
-pal When field rendering is enabled, render even field
first (PAL)
-ntsc When field rendering is enabled, render odd field
first (NTSC)
Motion Blur:
-mb boolean Motion blur on/off
-mbf float Motion blur by frame
-sa float Shutter angle for motion blur (1-360)
-mb2d boolean Motion blur 2D on/off
-bll float 2D motion blur blur length
-bls float 2D motion blur blur sharpness
-smv int 2D motion blur smooth value
-smc boolean 2D motion blur smooth color on/off
-kmv boolean Keep motion vector for 2D motion blur on/off
Render Options:
-ifg boolean Use the film gate for rendering if false
-edm boolean Enable depth map usage
-g float Gamma value
-premul boolean Premultiply color by the alpha value
-premulthr float When premultiply is on, defines the threshold used to
determine whether to premultiply or not
Memory and Performance:
-uf boolean Use the tessellation file cache
-oi boolean Dynamically detects similarly tessellated surfaces
-rut boolean Reuse render geometry to generate depth maps
-udb boolean Use the displacement bounding box scale to optimize
displacement-map performance
-mm int Renderer maximum memory use (in Megabytes)
Render Layers and Passes:
-rl boolean|name(s) Render each render layer separately
-rp boolean|name(s) Render passes separately. 'all' will render all passes
-rs boolean Obsolete flag. Used only for backward compatibility
-sel boolean|name(s) Selects which objects, groups and/or sets to render
-l boolean|name(s) Selects which display and render layers to render
Mel callbacks
-preRender string Mel code executed before rendering
-postRender string Mel code executed after rendering
-preLayer string Mel code executed before each render layer
-postLayer string Mel code executed after each render layer
-preFrame string Mel code executed before each frame
-postFrame string Mel code executed after each frame
-pre string Obsolete flag
-post string Obsolete flag
Other:
-rep boolean Do not replace the rendered image if it already exists
-reg int int int int Set sub-region pixel boundary of the final image:
left, right, bottom, top
-n int Number of processors to use (0 indicates use all
available)
-mf boolean Append image file format to image name if true
-sp boolean Generate shadow depth maps only
-amt boolean Abort renderer when encountered missing texture
-ipr boolean Create an IPR file
-keepPreImage boolean Keep the renderings prior to post-process around
*** Remember to put a space between option flags and their arguments. ***
Any boolean flag will take the following values as TRUE: on, yes, true, or 1.
Any boolean flag will take the following values as FALSE: off, no, false, or 0.
e.g. -x 512 -y 512 -cam persp -im test -of jpg -mb on -sa 180 file
-
- 帖子: 6
- 注册时间: 2009-10-28 21:38
Re: maya如何进行批处理渲染?
[centos@XXXXX ~]$ Render -h
Usage: Render [options] filename
where "filename" is a Maya ASCII or a Maya binary file.
Common options:
-help Print help
-test Print Mel commands but do not execute them
-verb Print Mel commands before they are executed
-keepMel Keep the temporary Mel file
-listRenderers List all available renderers
-renderer string Use this specific renderer
-r string Same as -renderer
-proj string Use this Maya project to load the file
-log string Save output into the given file
Specific options for renderer "default": Maya software renderer
General purpose flags:
-rd path Directory in which to store image files
-im filename Image file output name
-fnc int File Name Convention: any of name, name.ext, ... See the
Render Settings window to find available options. Use namec and
namec.ext for Multi Frame Concatenated formats. As a shortcut,
numbers 1, 2, ... can also be used
-of string Output image file format. See the Render Settings window
to find available formats
-s float Starting frame for an animation sequence
-e float End frame for an animation sequence
-b float By frame (or step) for an animation sequence
-pad int Number of digits in the output image frame file name
extension
-rfs int Renumber Frame Start: number for the first image when
renumbering frames
-rfb int Renumber Frame By: step used for renumbering frames
-se int Obsolete flag identical to -rfs. Used only for backward
compatibility
-be int Obsolete flag identical to -rfe. Used only for backward
compatibility
-cam name Specify which camera to be rendered
-rgb boolean Turn RGB output on or off
-alpha boolean Turn Alpha output on or off
-depth boolean Turn Depth output on or off
-iip Ignore Image Planes turn off all image planes before
rendering
-x int Set X resolution of the final image
-y int Set Y resolution of the final image
-percentRes float Renders the image using percent of the resolution
-ard float Device aspect ratio for the rendered image
-par float Pixel aspect ratio for the rendered image
More advanced flags:
Anti-aliasing quality:
-eaa int The anti-aliasing quality of EAS (Abuffer). One of:
highest(0), high(1), medium(2), low(3)
-ss int Global number of shading samples per surface in a pixel
-mss int Maximum number of adaptive shading samples per surface
in a pixel
-mvs int Number of motion blur visibility samples
-mvm int Maximum number of motion blur visibility samples
-pss int Number of particle visibility samples
-vs int Global number of volume shading samples
-ufil boolean If true, use the multi-pixel filtering; otherwise use
single pixel filtering
-pft int When useFilter is true, identifies one of the following
filters: box(0), 囗囗囗囗囗囗囗囗(2), gaussian(4), quadratic(5)
-pfx float When useFilter is true, defines the X size of the filter
-pfy float When useFilter is true, defines the Y size of the filter
-rct float Red channel contrast threshold
-gct float Green channel contrast threshold
-bct float Blue channel contrast threshold
-cct float Pixel coverage contrast threshold (default is 1.0/8.0)
Raytracing quality:
-ert boolean Enable ray tracing
-rfl int Maximum ray-tracing reflection level
-rfr int Maximum ray-tracing refraction level
-sl int Maximum ray-tracing shadow ray depth
Field Options:
-field boolean Enable field rendering. When on, images are interlaced
-pal When field rendering is enabled, render even field
first (PAL)
-ntsc When field rendering is enabled, render odd field
first (NTSC)
Motion Blur:
-mb boolean Motion blur on/off
-mbf float Motion blur by frame
-sa float Shutter angle for motion blur (1-360)
-mb2d boolean Motion blur 2D on/off
-bll float 2D motion blur blur length
-bls float 2D motion blur blur sharpness
-smv int 2D motion blur smooth value
-smc boolean 2D motion blur smooth color on/off
-kmv boolean Keep motion vector for 2D motion blur on/off
Render Options:
-ifg boolean Use the film gate for rendering if false
-edm boolean Enable depth map usage
-g float Gamma value
-premul boolean Premultiply color by the alpha value
-premulthr float When premultiply is on, defines the threshold used to
determine whether to premultiply or not
Memory and Performance:
-uf boolean Use the tessellation file cache
-oi boolean Dynamically detects similarly tessellated surfaces
-rut boolean Reuse render geometry to generate depth maps
-udb boolean Use the displacement bounding box scale to optimize
displacement-map performance
-mm int Renderer maximum memory use (in Megabytes)
Render Layers and Passes:
-rl boolean|name(s) Render each render layer separately
-rp boolean|name(s) Render passes separately. 'all' will render all passes
-rs boolean Obsolete flag. Used only for backward compatibility
-sel boolean|name(s) Selects which objects, groups and/or sets to render
-l boolean|name(s) Selects which display and render layers to render
Mel callbacks
-preRender string Mel code executed before rendering
-postRender string Mel code executed after rendering
-preLayer string Mel code executed before each render layer
-postLayer string Mel code executed after each render layer
-preFrame string Mel code executed before each frame
-postFrame string Mel code executed after each frame
-pre string Obsolete flag
-post string Obsolete flag
Other:
-rep boolean Do not replace the rendered image if it already exists
-reg int int int int Set sub-region pixel boundary of the final image:
left, right, bottom, top
-n int Number of processors to use (0 indicates use all
available)
-mf boolean Append image file format to image name if true
-sp boolean Generate shadow depth maps only
-amt boolean Abort renderer when encountered missing texture
-ipr boolean Create an IPR file
-keepPreImage boolean Keep the renderings prior to post-process around
*** Remember to put a space between option flags and their arguments. ***
Any boolean flag will take the following values as TRUE: on, yes, true, or 1.
Any boolean flag will take the following values as FALSE: off, no, false, or 0.
e.g. -x 512 -y 512 -cam persp -im test -of jpg -mb on -sa 180 file
Invalid flag: -h
Usage: Render [options] filename
where "filename" is a Maya ASCII or a Maya binary file.
Common options:
-help Print help
-test Print Mel commands but do not execute them
-verb Print Mel commands before they are executed
-keepMel Keep the temporary Mel file
-listRenderers List all available renderers
-renderer string Use this specific renderer
-r string Same as -renderer
-proj string Use this Maya project to load the file
-log string Save output into the given file
Specific options for renderer "default": Maya software renderer
General purpose flags:
-rd path Directory in which to store image files
-im filename Image file output name
-fnc int File Name Convention: any of name, name.ext, ... See the
Render Settings window to find available options. Use namec and
namec.ext for Multi Frame Concatenated formats. As a shortcut,
numbers 1, 2, ... can also be used
-of string Output image file format. See the Render Settings window
to find available formats
-s float Starting frame for an animation sequence
-e float End frame for an animation sequence
-b float By frame (or step) for an animation sequence
-pad int Number of digits in the output image frame file name
extension
-rfs int Renumber Frame Start: number for the first image when
renumbering frames
-rfb int Renumber Frame By: step used for renumbering frames
-se int Obsolete flag identical to -rfs. Used only for backward
compatibility
-be int Obsolete flag identical to -rfe. Used only for backward
compatibility
-cam name Specify which camera to be rendered
-rgb boolean Turn RGB output on or off
-alpha boolean Turn Alpha output on or off
-depth boolean Turn Depth output on or off
-iip Ignore Image Planes turn off all image planes before
rendering
-x int Set X resolution of the final image
-y int Set Y resolution of the final image
-percentRes float Renders the image using percent of the resolution
-ard float Device aspect ratio for the rendered image
-par float Pixel aspect ratio for the rendered image
More advanced flags:
Anti-aliasing quality:
-eaa int The anti-aliasing quality of EAS (Abuffer). One of:
highest(0), high(1), medium(2), low(3)
-ss int Global number of shading samples per surface in a pixel
-mss int Maximum number of adaptive shading samples per surface
in a pixel
-mvs int Number of motion blur visibility samples
-mvm int Maximum number of motion blur visibility samples
-pss int Number of particle visibility samples
-vs int Global number of volume shading samples
-ufil boolean If true, use the multi-pixel filtering; otherwise use
single pixel filtering
-pft int When useFilter is true, identifies one of the following
filters: box(0), 囗囗囗囗囗囗囗囗(2), gaussian(4), quadratic(5)
-pfx float When useFilter is true, defines the X size of the filter
-pfy float When useFilter is true, defines the Y size of the filter
-rct float Red channel contrast threshold
-gct float Green channel contrast threshold
-bct float Blue channel contrast threshold
-cct float Pixel coverage contrast threshold (default is 1.0/8.0)
Raytracing quality:
-ert boolean Enable ray tracing
-rfl int Maximum ray-tracing reflection level
-rfr int Maximum ray-tracing refraction level
-sl int Maximum ray-tracing shadow ray depth
Field Options:
-field boolean Enable field rendering. When on, images are interlaced
-pal When field rendering is enabled, render even field
first (PAL)
-ntsc When field rendering is enabled, render odd field
first (NTSC)
Motion Blur:
-mb boolean Motion blur on/off
-mbf float Motion blur by frame
-sa float Shutter angle for motion blur (1-360)
-mb2d boolean Motion blur 2D on/off
-bll float 2D motion blur blur length
-bls float 2D motion blur blur sharpness
-smv int 2D motion blur smooth value
-smc boolean 2D motion blur smooth color on/off
-kmv boolean Keep motion vector for 2D motion blur on/off
Render Options:
-ifg boolean Use the film gate for rendering if false
-edm boolean Enable depth map usage
-g float Gamma value
-premul boolean Premultiply color by the alpha value
-premulthr float When premultiply is on, defines the threshold used to
determine whether to premultiply or not
Memory and Performance:
-uf boolean Use the tessellation file cache
-oi boolean Dynamically detects similarly tessellated surfaces
-rut boolean Reuse render geometry to generate depth maps
-udb boolean Use the displacement bounding box scale to optimize
displacement-map performance
-mm int Renderer maximum memory use (in Megabytes)
Render Layers and Passes:
-rl boolean|name(s) Render each render layer separately
-rp boolean|name(s) Render passes separately. 'all' will render all passes
-rs boolean Obsolete flag. Used only for backward compatibility
-sel boolean|name(s) Selects which objects, groups and/or sets to render
-l boolean|name(s) Selects which display and render layers to render
Mel callbacks
-preRender string Mel code executed before rendering
-postRender string Mel code executed after rendering
-preLayer string Mel code executed before each render layer
-postLayer string Mel code executed after each render layer
-preFrame string Mel code executed before each frame
-postFrame string Mel code executed after each frame
-pre string Obsolete flag
-post string Obsolete flag
Other:
-rep boolean Do not replace the rendered image if it already exists
-reg int int int int Set sub-region pixel boundary of the final image:
left, right, bottom, top
-n int Number of processors to use (0 indicates use all
available)
-mf boolean Append image file format to image name if true
-sp boolean Generate shadow depth maps only
-amt boolean Abort renderer when encountered missing texture
-ipr boolean Create an IPR file
-keepPreImage boolean Keep the renderings prior to post-process around
*** Remember to put a space between option flags and their arguments. ***
Any boolean flag will take the following values as TRUE: on, yes, true, or 1.
Any boolean flag will take the following values as FALSE: off, no, false, or 0.
e.g. -x 512 -y 512 -cam persp -im test -of jpg -mb on -sa 180 file
Invalid flag: -h