# Rendering Engines
Multiverse supports all the major production rendering engines. This document outlines some specific notes, characteristics and limitations to be aware of when rendering with your favorite rendering engine.
Note
As of Multiverse 7 you can embed in USD files two types of "shading networks":
usdPreview*
-based shading networks (including those in USDZ assets)Maya shading networks made with the 3DelightNSI renderer: these can be rendered in Multiverse with 3DelightNSI and/or they can be used for DCC-interchange purposes.
Maya shading networks from other renderers: these cannot be currently rendered by Multiverse, but they can be still used for DCC-interchange purposes. Support for other renderers may be added in the future provided it is technically possible.
TDs can use the USDShade schema to read and reconstruct embedded shading networks in other DCCs or in Maya itself and then assign them as Maya material overrides.
# 3DelightNSI and 3DelightNSI Cloud
# Attributes on dlSet
The 3Delight for Maya plug-in does not provide 3Delight attributes on the Maya
objectSet
nodes. Instead 3Delight for Maya offers its own set-like node for
rendering attributes, it’s called dlSet
. You can put this node inside a
Multiverse mvSet
node for selective attribute override from MEOW.
Together with similar nodes from other renderers, to achieve render-agnostic setups:
# Arnold
# Attributes on Maya objectSet
The Maya to Arnold plug-in provides Arnold attributes on the Maya objectSet
nodes. You can put this node inside a Multiverse mvSet
node for selective
attribute override from MEOW, and, together with similar nodes from other
renderers, to achieve render-agnostic setups.
TIP
Arnold is picky and won't show attributes when clicking on the add override attribute button if no geometry is inside the set node, so temporarily add a poly sphere inside the set node, this will display the attributes to add in the UI.
# Arnold issues & limitations
Arnold uses the
ARNOLD_PLUGIN_PATH
to load procedurals.Due to the fact that Arnold API is often updated and requires a recompilation for the new version, Multiverse needs to support multiple versions of Arnold (one for each time the Arnold API is "broken"), this means we need to supply clients with Multiple versions of the procedural.
Other renderers have a more stable API and/or don't require to do so.
Arnold will therefore output a warning message for each procedural in the
ARNOLD_PLUGIN_PATH
that is not compiled with the Arnold version in current use, for example if you are using Arnold 7.1 / MtoA 5.1 you will see a warning for each non version matching procedural:00:00:00 775MB WARNING | mvUsdArnoldProcedural52.dylib was compiled against non-compatible Arnold 5.2.2.1 00:00:00 775MB WARNING | mvUsdArnoldProcedural53.dylib was compiled against non-compatible Arnold 5.3.0.1 00:00:00 775MB WARNING | mvUsdArnoldProcedural54.dylib was compiled against non-compatible Arnold 5.4.0.0 00:00:00 775MB WARNING | mvUsdArnoldProcedural60.dylib was compiled against non-compatible Arnold 6.0.1.0 00:00:00 775MB WARNING | mvUsdArnoldProcedural61.dylib was compiled against non-compatible Arnold 6.1.0.0 00:00:00 775MB WARNING | mvUsdArnoldProcedural62.dylib was compiled against non-compatible Arnold 6.2.0.0 00:00:00 775MB WARNING | mvUsdArnoldProcedural70.dylib was compiled against non-compatible Arnold 7.0.0.0
1
2
3
4
5
6
7You can safely ignore these warnings because only the correct procedural will be loaded for rendering (in the above case the one not mentioned,
mvUsdArnoldProcedural71.dylib
, will be used because MtoA 5.1.0 / Arnold 7.1.0.0 are installed on the system which printed this warning).If these warnings annoy you, you can also delete, or move to a backup folder, the procedurals for Arnold versions that you have not installed and not lanning to use, and you will suppress the warnings.
Arnold threading (on Windows)
It is recommended to adjust the number of threads in the [ Render Settings> System ] tab and make sure to use the option
Total Num of Cores - 1
in order to give Maya GUI 1 thread to process all events.
# Redshift
# Attributes on redshift*
set-like nodes
The Redshift for Maya plug-in does not provide Redshift attributes on the very
useful Maya objectSet
nodes. However Redshift for Maya offers its own set-like
nodes for rendering attributes, such as the redshiftMeshParameters
node
(Redshift has also other set-like nodes). You can put these set-like nodes
inside a Multiverse mvSet
node for selective attribute override from MEOW,
and, together with similar nodes from other renderers, to achieve
render-agnostic setups.
# Redshift issues & limitations
- Rendering from the command line via
redshiftCmdLine.exe
executable is not supported due a to Redshift internal limitation with material serialization in procedurals. You can however render from the command line using Maya batch viaRender.exe -r redshift
.
# Renderman
Minimum Version
The minimum supported version is Renderman 23.2
.
# Output All Shaders
By default the Renderman for Maya translator does not translate shading engine nodes that are connected with custom attributes to Maya shape nodes.
In order for MEOW shader overrides to work as expected, you must set “Output All
Shaders” rendering setting set to on
(note that the default for this value is
off
):
# Attributes on Maya objectSet
The Renderman for Maya plug-in does not provide Renderman attributes on the very
useful Maya objectSet
nodes. However Multiverse solves this problem by adding
the Renderman attributes to its own mvSet
node (under the "extra attributes").
You can use mvSet
node for selective attribute override from MEOW, and, by
adding other renderer-specific set-like nodes, achieve render-agnostic setups.
# Renderman issues & Limitations
- Due to a limitation in the Renderman,
R08008 - Attribute grouping:membership
isn't supported inside Renderman procedurals. Therefore reflect/refract/shadow set will only work “globally” on amvUsdCompoundShape
node, but not “selectively” on items in MEOW. This has been reported to Pixar also by other users, hopefully it will be fixed in newer versions of Renderman. - Turning a
mvUsdCompoundShape
node into a mesh light is supported, however “selective” mesh light on items via MEOW is not supported yet. It is technically possible to achieve this, so if you are a customer affected by this limitation please contact us to speed up fixing this issue. - Renderman 24 XPU cannot be supported since XPU itself does not yet support rendering procedurals.
- Light linking USD prims with Maya lights is not possible due to limits in the RenderMan API design.
# VRay
# Attributes on Maya objectSet
The VRay for Maya plug-in does not provide VRay attributes on the very
useful Maya objectSet
nodes. Multiverse solves this problem by adding the VRay
attributes to the Maya objectSet
node.
VRay for Maya offers its own "set-like" node for rendering attributes, it’s
called VRayObjectProperties
. You can put this node inside a Multiverse mvSet
node for selective attribute override from MEOW, and, together with other
set-like nodes from other renderers, to achieve render-agnostic setups. Note
that VRayObjectProperties
does not contain all the VRay attributes (for
example it lacks subdivision attributes), so we recommend to use the Maya
objectSet
node to which Multiverse adds all of VRay attributes.
# VRay issues & limitations
Multiverse needs to support multiple versions of VRay (v4, v5 and v6 so far) and due to the fact that VRay offers a single environment variable to find its plugins, both version of the Multiverse plugins for VRay need to be present in the same folder. VRay will therefore output an error for version of the plugin that does not match with the VRay version in use.
You can safely ignore this error because only the correct plugin will be loaded and used.
If this errors annoy you, you can also delete, or move to a backup folder, the VRay plugin and the VRay procedural for the VRay version that you are not using: this will suppress the warning.
Turning a
mvUsdCompoundShape
node into a mesh light is supported, however "selective" mesh light on items via MEOW is not supported yet. It is technically possible to achieve this, so if you are a customer affected by this limitation please contact us to speed up fixing this issue.Changing frame or changing parameters while running an IPR session is not supported yet: this is a VRay specific issue and has been reported to Chaos Group.