CN113379887B - Rendering layer object distribution method for Maya - Google Patents

Rendering layer object distribution method for Maya Download PDF

Info

Publication number
CN113379887B
CN113379887B CN202110693044.7A CN202110693044A CN113379887B CN 113379887 B CN113379887 B CN 113379887B CN 202110693044 A CN202110693044 A CN 202110693044A CN 113379887 B CN113379887 B CN 113379887B
Authority
CN
China
Prior art keywords
layer
rendering
scene
maya
objects
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202110693044.7A
Other languages
Chinese (zh)
Other versions
CN113379887A (en
Inventor
孙恺
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Wuhan Yunman Culture Media Co ltd
Original Assignee
Wuhan Yunman Culture Media Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Wuhan Yunman Culture Media Co ltd filed Critical Wuhan Yunman Culture Media Co ltd
Priority to CN202110693044.7A priority Critical patent/CN113379887B/en
Publication of CN113379887A publication Critical patent/CN113379887A/en
Application granted granted Critical
Publication of CN113379887B publication Critical patent/CN113379887B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow generation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/506Illumination models
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects

Landscapes

  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Geometry (AREA)
  • Software Systems (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a rendering layer object distribution method for Maya, in particular to the technical field of animation production, and the invention distributes corresponding objects into corresponding rendering layers by associating the target objects with rendering layer labels, so that the objects can be distributed to the rendering layers by one key without adding one by one, time and labor are saved, the rendered layers are divided into a plurality of areas by generating thumbnails with different sizes, a unique characteristic mark code is generated, a large amount of data is transferred according to the characteristic mark code, and then a large amount of data corresponding to the nearby characteristic mark code can be extracted through a display position during display, or the thumbnails with different sizes are extracted according to the thumbnail size, so that the whole software does not need to simultaneously operate a larger area, and the jam is not easy to generate, thereby realizing smooth display in a Maya window, and facilitating the manufacturing process and effect.

Description

Rendering layer object distribution method for Maya
Technical Field
The invention relates to the technical field of animation, in particular to a rendering layer object distribution method for Maya.
Background
AutodeskMaya is world top three-dimensional animation software produced by Autodesk corporation in the United states, has perfect functions, flexible work, easy learning and use, extremely high production efficiency, extremely high rendering sense, and is film-level high-end production software, after a lens file calls an asset file, object objects need to be added one by one in a rendering layer, when the object objects are more, time and labor are wasted, and when the object is more, the software runs to have larger clamping effect, so that the production flow and effect are greatly influenced.
Disclosure of Invention
In order to overcome the defects in the prior art, the invention provides a rendering layer object distribution method for Maya, which aims to solve the technical problems that: after the lens file calls the asset file, object objects need to be added one by one in the rendering layer, when the object objects are more, time and labor are wasted, and when the object objects are more, the software runs to have larger blocking, so that the problems of manufacturing flow and effect are greatly affected.
In order to achieve the above purpose, the present invention provides the following technical solutions: a render layer object allocation method for Maya, comprising the steps of:
s1, reading scene resources, generating a scene model, dividing the whole model into a plurality of areas, generating a unique feature mark code for each area, clicking a Display channel and a hidden channel and a layer command icon at the upper right corner of a Maya window, expanding a corresponding channel column and a layer editor, starting a Display option above the layer editor, clicking a layer creation button above a panel, namely creating a layer in the layer editor, starting a Render option above the layer panel, switching to a setting window of the Render panel, and performing layered rendering on the scene by utilizing a rendering Presets function of the Render layer.
S2, creating a layer, adding all three elements generating shadows in a scene into the layer, opening shadow tracking of the three elements, objects receiving shadows, lights and generating shadows, selecting the objects generating shadows in the scene, importing a target object template in an object association interface, wherein the target object template comprises asset tags and rendering layer tags which can be associated with the target object, selecting target objects and target rendering layers corresponding to the target objects, associating and storing, distributing the target object objects into the rendering layers according to association information of the asset tags and the rendering layer tags when rendering layering, opening attributes of the target object objects, finding RENDER STATS and finding Primary visibility in the rendering layers, adjusting the materials of the objects receiving shadows after the step is finished, adjusting the materials of the objects receiving shadows to Use Backyround, creating a layer, and performing maya arnold batch rendering in the newly-built coating.
S3, generating thumbnails of different sizes, dividing the rendered layers into a plurality of areas, enabling each layer area to correspond to the position of each model area, generating a unique characteristic mark code, then respectively storing the thumbnails of different sizes in the database according to the mark code, the scene resource area and the rendered coating area, respectively storing the thumbnails of different sizes in the database, and leaving marks in the scene resource, when the display area is one mark, monitoring the current transmission speed, adjusting the number of marks of the display area based on the current transmission speed, when the transmission speed is high, only leading out the areas corresponding to other marks within one circle, and when the transmission speed is low, automatically leading out all marks at positions around the marks into the database, enabling the database to automatically lead out the scene resource area related to the led-in mark and the rendered coating area into the scene, and automatically monitoring the size of the display position when the display area is the whole thumbnail, and then leading out the size data into the database, and enabling the database to automatically lead out the scene resource of the same size into the database.
As a further aspect of the invention: the setting flow of the hierarchical rendering is as follows: firstly, a scene is opened, then, characters and backgrounds are layered respectively, then, the preset of a rendering layer is known, namely, when the rendering layer is right-click, a shortcut menu is popped up, after a mouse moves to Presets commands, a sub-level command group is reappeared, wherein the sub-level command group comprises 7 commands, then, the character layer is subdivided, then, the character layer is set as a background layer according to the layer setting mode of the characters, and finally, all the single-layer files which are rendered are imported into later-stage software for synthesis.
As a further aspect of the invention: the 7 commands are respectively: luminence Depth: depth, occlusion: occ shadows, which simulate detail shadows, normal maps, generated during ray delivery: normal map, geometry matrix: aggregate mask, diffuse: intrinsic color, specular: high light and Shadow: and (5) shading.
As a further aspect of the invention: the material adjustment of the shadow object received in S2 needs to be adjusted in the shadow layer.
As a further aspect of the invention: the light in the S2 comprises: solar light source, indoor environment light source, window outside light source, roof horizontal surface light source, down lamp light source, horizontal model light source, vertical model light source, matrix model light source, special model light source.
As a further aspect of the invention: the step S1 is to edit the material, color, shape and direction and position of the scene model when generating the scene model.
As a further aspect of the invention: the transmission speed in S3 is proportional to the size of the area corresponding to the reference number.
As a further aspect of the invention: and (3) storing the thumbnails with different sizes in the database into the size of the thumbnail size.
The invention has the beneficial effects that:
1. According to the invention, through associating the target object with the rendering layer labels, adding the corresponding labels to the attributes of the object, and finally distributing the corresponding objects to the corresponding rendering layers according to the labels, the objects can be distributed to the rendering layers one by one without adding, time and labor are saved, and the rendered layers are divided into a plurality of areas by generating thumbnails with different sizes, so that each layer area corresponds to the position of each model area, a unique characteristic mark code is generated, a large amount of data is transferred according to the characteristic mark code, and then a large amount of data corresponding to the nearby characteristic mark codes can be extracted through the display position during display, or thumbnails with different sizes are extracted according to the thumbnail size, so that the whole software does not need to operate a larger area at the same time, and is not easy to generate blocking, thereby realizing smooth display in a Maya window, and facilitating the manufacturing process and effect;
2. according to the method and the device for displaying the mark, the current transmission speed is monitored, so that when the transmission speed is high, only the areas corresponding to other marks within one week of the mark are exported, and when the transmission speed is low, the areas corresponding to other marks within two weeks of the mark are exported, and all marks at the positions around the mark are automatically imported into the database, so that each scene can be completely and rapidly watched in the Maya window display process.
Detailed Description
The following description of the technical solutions in the embodiments of the present invention will be clear and complete, and it is obvious that the described embodiments are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
A render layer object allocation method for Maya, comprising the steps of:
S1, reading scene resources, generating a scene model, dividing the whole model into a plurality of areas, generating a unique feature mark code for each area, dividing the whole model into a plurality of areas, splitting the whole model, displaying split fragments at a Display position when the split fragments are required to be displayed, clicking a Display channel and a layer command icon at the upper right corner of a Maya window, expanding a corresponding channel column and a layer editor, opening a Display option above the layer editor, clicking a layer creation button above a panel, namely creating a layer in the layer editor, dividing various scenes into edits by creating the layer, facilitating subsequent modification and use, opening a Render option above the layer panel, switching to a setting window of the Render panel, and layering the scenes by utilizing a Render Presets function of the Render layer.
S2, then creating a layer, adding all three elements generating shadows in a scene into the layer, storing the shadows through the newly created layer according to the three elements, objects receiving the shadows, lights and problems generating the shadows, enabling a user to independently edit the shadows through the layer, opening shadow tracking of the lights, selecting the objects generating the shadows in the scene, importing a target object template in an object association interface, wherein the target object template comprises asset tags and rendering layer tags which can be associated with the target object objects, selecting target objects and target rendering layers corresponding to the target objects, associating and storing the target object tags, distributing the target object objects into the rendering layers according to association information of the asset tags and the rendering layer tags, associating the target object objects with the rendering layer tags, adding corresponding tags to attributes of the objects, finally distributing the corresponding objects into the corresponding rendering layers according to the tags, enabling the objects to be distributed to the rendering layers without adding time and labor, opening the attributes of the object templates, enabling the object objects to be associated with each other, adjusting the shadow objects to be newly created by using the newly created layer 35 RENDER STATS, adjusting the shadow receiving layer to be newly created by adopting the newly created layer 35, and adjusting the newly created layer to be newly created by adopting the newly created layer 35 when the newly created layer is used for receiving the shadows.
S3, generating thumbnail images with different sizes, enabling a user not to operate the whole scene when viewing the thumbnail images by generating the thumbnail images, enabling the user not to easily generate a cartoon in the inquiring process, dividing the rendered image layer into a plurality of areas, enabling each image layer area to correspond to the position of each model area, and generating a unique characteristic mark code. Only the areas corresponding to other marks of the circle of marks are exported, when the transmission speed is high, only the areas corresponding to other marks of the circle of marks are exported, so that the use of data is less, when the transmission speed is low, the areas corresponding to other marks within two weeks of marks are exported, so that when the display position is moved, the positions needing to be checked can be exported in advance, all marks at the positions around the marks are automatically imported into a database, so that the database can automatically export the scene resource areas related to the imported marks and the rendered coating areas into the scene, when the display position is an integral thumbnail, the size of the display position is automatically monitored, and the size of the display position is quickly matched to the thumbnail with the same size prestored in the database, and then the size data is imported into the database, so that the data with the same size can be automatically exported into the scene resource in the database.
The setting flow of the hierarchical rendering is as follows: firstly, a scene is opened, then, characters and backgrounds are layered respectively, then, the preset of a rendering layer is known, namely, when the rendering layer is right-click, a shortcut menu is popped up, after a mouse moves to Presets commands, a sub-level command group is reappeared, wherein the sub-level command group comprises 7 commands, then, the character layer is subdivided, then, the character layer is set as a background layer according to the layer setting mode of the characters, and finally, all the single-layer files which are rendered are imported into later-stage software for synthesis.
The 7 commands are respectively: luminence Depth: depth, occlusion: occ shadows, which simulate detail shadows, normal maps, generated during ray delivery: normal map, geometry matrix: aggregate mask, diffuse: intrinsic color, specular: high light and Shadow: and (5) shading.
The adjustment of the material of the shadow object received in S2 needs to be adjusted in the shadow layer.
And S2, lamplight comprises: solar light source, indoor environment light source, window outside light source, roof horizontal surface light source, down lamp light source, horizontal model light source, vertical model light source, matrix model light source, special model light source.
In S1, when generating the scene model, editing the material, color, shape, and direction and position of the game scene model.
The transmission speed in S3 is proportional to the size of the area corresponding to the reference numeral.
And S3, storing the thumbnails with different sizes into a database, wherein the thumbnail is named as the size of the thumbnail.
In summary, the invention is as follows: the method and the device have the advantages that the object is distributed to the rendering layers by one key without adding, time and labor are saved, the thumbnails of different sizes are generated, the rendered layers are divided into a plurality of areas, each layer area corresponds to the position of each model area, a unique characteristic marking code is generated, a large amount of data is transferred according to the characteristic marking code, then a large amount of data corresponding to the nearby characteristic marking code can be extracted through the display position during display, or thumbnails of different sizes are extracted according to the thumbnail size, so that the whole software does not need to operate larger areas at the same time, and blocking is not easy to occur, smooth display in a Maya window is realized, the current transmission speed is convenient, when the transmission speed is high, only the areas corresponding to other marks of marks are exported automatically, when the transmission speed is low, the two marks corresponding to the other marks of the mark are exported automatically, and the two marks of the mark are imported into the full scene area at the periphery of a map window during display.
The last points to be described are: while the invention has been described in detail in the foregoing general description and with reference to specific embodiments, the foregoing embodiments are merely illustrative of the technical aspects of the invention and are not limiting thereof; although the invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the invention.

Claims (7)

1. A rendering layer object distribution method for Maya, comprising the steps of:
s1, reading scene resources, generating a scene model, dividing the whole model into a plurality of areas, generating a unique feature mark code for each area, clicking a Display channel and a hidden channel and a layer command icon at the upper right corner of a Maya window, expanding a corresponding channel column and a layer editor, starting a Display option above the layer editor, clicking a layer creation button above a panel, namely creating a layer in the layer editor, starting a Render option above the layer panel, switching to a setting window of the Render panel, and performing layered rendering on the scene by utilizing a rendering Presets function of the Render layer;
S2, creating a layer, adding all three elements generating shadows in a scene into the layer, opening shadow tracking of the three elements, objects receiving shadows, lights and generating shadows, selecting the objects generating shadows in the scene, then importing a target object template in an object association interface, wherein the target object template comprises asset tags and rendering layer tags which can be associated with the target object, selecting target objects and target rendering layers corresponding to the target objects, associating and storing, distributing the target object objects into the rendering layers according to association information of the asset tags and the rendering layer tags when rendering layering, opening attributes of the target object objects, finding RENDER STATS and finding Primary visibility in the rendering layers, adjusting the materials of the objects receiving shadows after the step is finished, adjusting the materials of the objects receiving shadows to Use Backyround, creating a layer, and performing maya arnold batch rendering in the newly-built coating;
S3, generating thumbnails of different sizes, dividing the rendered layers into a plurality of areas, enabling each layer area to correspond to the position of each model area, generating a unique characteristic mark code, then respectively storing the thumbnails of different sizes in the database according to the mark code, the scene resource area and the rendered coating area, respectively storing the thumbnails of different sizes in the database, and leaving marks in the scene resource, when the display area is one mark, simultaneously monitoring the current transmission speed, adjusting the number of marks of the display area based on the current transmission speed, when the transmission speed is high, only leading out the areas corresponding to other marks of one circle, and when the transmission speed is low, automatically leading out all marks of the positions around the marks into the database, enabling the database to automatically leading out the scene resource area related to the leading-in mark and the rendered coating area into the scene, and automatically monitoring the size of the display position when the display area is the whole thumbnail, and then leading-out the size data into the database, and enabling the data to be automatically leading-out of the scene resource of the same size into the database;
The setting flow of the hierarchical rendering is as follows: firstly, a scene is opened, then, characters and backgrounds are layered respectively, then, the preset of a rendering layer is known, namely, when the rendering layer is right-click, a shortcut menu is popped up, after a mouse moves to Presets commands, a sub-level command group is reappeared, wherein the sub-level command group comprises 7 commands, then, the character layer is subdivided, then, the character layer is set as a background layer according to the layer setting mode of the characters, and finally, all the single-layer files which are rendered are imported into later-stage software for synthesis.
2. A render layer object allocation method for Maya according to claim 1, wherein: the 7 commands are respectively: luminence Depth: depth, occlusion: occ shadows, which simulate detail shadows, normal maps, generated during ray delivery: normal map, geometry matrix: aggregate mask, diffuse: intrinsic color, specular: high light and Shadow: and (5) shading.
3. A render layer object allocation method for Maya according to claim 1, wherein: the material adjustment of the shadow object received in S2 needs to be adjusted in the shadow layer.
4. A render layer object allocation method for Maya according to claim 1, wherein: the light in the S2 comprises: solar light source, indoor environment light source, window outside light source, roof horizontal surface light source, down lamp light source, horizontal model light source, vertical model light source, matrix model light source.
5. A render layer object allocation method for Maya according to claim 1, wherein: the step S1 is to edit the material, color, shape and direction and position of the scene model when generating the scene model.
6. A render layer object allocation method for Maya according to claim 1, wherein: the transmission speed in S3 is proportional to the size of the area corresponding to the reference number.
7. A render layer object allocation method for Maya according to claim 1, wherein: and (3) storing the thumbnails with different sizes in the database into the size of the thumbnail size.
CN202110693044.7A 2021-06-22 2021-06-22 Rendering layer object distribution method for Maya Active CN113379887B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110693044.7A CN113379887B (en) 2021-06-22 2021-06-22 Rendering layer object distribution method for Maya

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110693044.7A CN113379887B (en) 2021-06-22 2021-06-22 Rendering layer object distribution method for Maya

Publications (2)

Publication Number Publication Date
CN113379887A CN113379887A (en) 2021-09-10
CN113379887B true CN113379887B (en) 2024-05-28

Family

ID=77578390

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110693044.7A Active CN113379887B (en) 2021-06-22 2021-06-22 Rendering layer object distribution method for Maya

Country Status (1)

Country Link
CN (1) CN113379887B (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN118227726B (en) * 2024-05-23 2024-07-30 山东华创远智信息科技有限公司 Geographic Information System (GIS) display method, device and storage medium

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7266616B1 (en) * 2001-08-08 2007-09-04 Pasternak Solutions Llc Method and system for digital rendering over a network
CN102810199A (en) * 2012-06-15 2012-12-05 成都平行视野科技有限公司 Image processing method based on GPU (Graphics Processing Unit)
CN108986194A (en) * 2018-07-24 2018-12-11 合肥爱玩动漫有限公司 A kind of scene of game rendering method
CN110766774A (en) * 2019-11-06 2020-02-07 武汉艺画开天文化传播有限公司 Label adding method and system for Maya
CN110827386A (en) * 2019-11-06 2020-02-21 武汉艺画开天文化传播有限公司 Rendering layer object distribution method and system for Maya
CN111383306A (en) * 2020-05-29 2020-07-07 江苏原力数字科技股份有限公司 3D software efficient hardware rendering preview method based on USD

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7266616B1 (en) * 2001-08-08 2007-09-04 Pasternak Solutions Llc Method and system for digital rendering over a network
CN102810199A (en) * 2012-06-15 2012-12-05 成都平行视野科技有限公司 Image processing method based on GPU (Graphics Processing Unit)
CN108986194A (en) * 2018-07-24 2018-12-11 合肥爱玩动漫有限公司 A kind of scene of game rendering method
CN110766774A (en) * 2019-11-06 2020-02-07 武汉艺画开天文化传播有限公司 Label adding method and system for Maya
CN110827386A (en) * 2019-11-06 2020-02-21 武汉艺画开天文化传播有限公司 Rendering layer object distribution method and system for Maya
CN111383306A (en) * 2020-05-29 2020-07-07 江苏原力数字科技股份有限公司 3D software efficient hardware rendering preview method based on USD

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
浅析MAYA场景渲染的六个基本图层;潘青青;;艺术科技;20160715(07);全文 *
浅析maya软件建模的基本流程;徐国艳;苏家有;;软件工程师;20150205(02);全文 *

Also Published As

Publication number Publication date
CN113379887A (en) 2021-09-10

Similar Documents

Publication Publication Date Title
CN106408631B (en) Three-dimensional macro methods of exhibiting and system
CA2057268C (en) Creating and controlling lighting designs
US8633939B2 (en) System and method for painting 3D models with 2D painting tools
TW200301444A (en) User interface and method for interacting with a three-dimensional graphical environment
CN111756956B (en) Virtual light control method and device, medium and equipment in virtual studio
CN110992510A (en) Security scene VR-based automatic night patrol inspection method and system
CN113379887B (en) Rendering layer object distribution method for Maya
CA2286365A1 (en) Methods and apparatus for changing a color of an image
US20220343591A1 (en) Color and lighting adjustment for immersive content production system
CN110033507B (en) Method, device and equipment for drawing internal trace of model map and readable storage medium
CN115953298A (en) Virtual-real fusion method of real-scene video and three-dimensional virtual model based on virtual engine
US7620234B2 (en) Image processing apparatus and method for generating a three-dimensional model of an object from a collection of images of the object recorded at different viewpoints and segmented using semi-automatic segmentation techniques
CN109964254A (en) Method and system for the rendering objects in virtual view
CN114247136A (en) Virtual scene manufacturing method and device, electronic equipment and storage medium
US20220343590A1 (en) System and techniques for lighting adjustment for an immersive content production system
Jing Design and implementation of 3D virtual digital campus-based on unity3d
US11625900B2 (en) Broker for instancing
CN109104628B (en) Focus foreground generation method, storage medium, device and system of android television
KR101744299B1 (en) Method for making lighting effect in graphic image by RGB lighting pipeline
Boardman 3ds max 6 Fundamentals
CN113706700A (en) Three-dimensional map implementation method based on data visualization
CN107481194B (en) Photo rotation self-adaptive scaling method in photo frame based on photo album application
CN115048008B (en) Method and equipment for visualizing objects in HMI (human machine interface) picture
CN110969676B (en) Rapid forming method for character design of hand-swimming oil painting
US11762481B2 (en) Light capture device

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant