Maya batch render options
These are as of v7.0, note that there's even more options per-renderer. These are for the maya software renderer:
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), triangle(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
--
MattEstela? - 20 March 2006
Local paths on command line
When calling render commands via command line you can specify the project that maya should work in using the -proj flag. This is good to use always because it allows maya to automatically find relative paths to textures, caches, references, and other important source data your scene might use.
In addition to that, it allows you to specify relative paths on the command line. For example:
Render -proj c:\maya\projects\myProject -s 1 -e 10 -b 1 -cam persp -im test myscene.ma
will automatically look for the path c:\maya\projects\myProject\scenes\myscene.ma no matter what location you happen to be in. So you don't have to specify the entire path to the scene file for the Render command, and you don't have to cd into the scenes directory before running the Render command, so it finds the file as an arguement. Also, as I said above, it will automatically force maya to look at c:\maya\projects\myProject\sourceimages for textures and automatically render to c:\maya\projects\myProject\images if you don't specify a different -renderDirectory flag.
This is ideal when setting up multiple render commands in a command script. Or if you have scenes that are burried deep withing subdirectories of your projects scenes directory. Such as this example:
My project path is c:\maya\projects\myProject
and my full scene path is: c:\maya\projects\myProject\scenes\take2\sub_version001\midGround\scene.ma
say I have multiple scenes to render with similar paths, when writing my render command script i can use relative paths when specifying the -proj which makes it easier to read and easier to type:
Render -proj c:\maya\projects\myProject -s 1 -e 10 -b 1 -cam persp scenes\take2\sub_version001\midGround\scene.ma
I always specify my project path whenever rendering using the command line.
--
SeanFennell? - Jan 05, 2006