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Small collection of renderman variables that you could possibly edit in a script to setup your rendering environment for your personal use or in a rendering and animation pipeline. These are a bunch of rfm variables.

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RenderMan 23.1 Pref Variables

For use in Maya 2019


Name: rfmRenderThreads
Type: int
Default: -2
Label: 'Render Threads:'
Page: 'Render/Threads
Description: The number of preview or IPR rendering threads. A negative number means to use all but n processors.

rfmRenderThreads

Name: rfmBatchThreads
Type: int
Default: 0
Label: 'Batch Threads:'
Page: 'Render/Threads'
Description: The number of threads for batch renders. A negative number means to use all but n processors, and zero means all processors.

rfmBatchThreads

Name: rfmRenderIprDestination
Type: string
Default: 'Pixar It'
Label: 'Render to:'
Page: 'Render/IPR Render' Widget: popup
Options: 'Maya Render View|Pixar It'
Description: Interactive renders can be viewed in Maya's Render View or in Pixar's It application.

rfmRenderIprDestination

Name: rfmRenderIprAOVs
Type: int
Default: 0
Label: 'Output AOVs:'
Page: 'Render/IPR Render'
Widget: 'checkBox'
Description: AOVs can be output during IPR but they may decrease performance and interactivity.

rfmRenderIprAOVs

Name: rfmPruneInvisible
Type: int
Default: 0
Label: 'Prune Invisible Nodes:'
Page: 'Render/IPR Render'
Widget: 'checkBox'
Description: Invisible objects are not pruned by default during IPR so that they can easily be made visible interactively. For non-IPR renders invisible and templated objects are always pruned.

rfmPruneInvisible

Name: rfmRenderBatchQueue
Type: string
Default: 'Local Queue'
Label: 'Spool to:'
Page: 'Render/Batch Render' Widget: 'popup'
Options: 'Local Queue|Tractor'

rfmRenderBatchQueue

Name: rfmRenderBatchSpoolStyle
Type: string
Default: 'Maya Batch'
Label: 'Spool Style:'
Page: 'Render/Batch Render'
Widget: 'popup'
Options: 'Maya Batch|RIB' rfmRenderBatchSpoolStyle

Name: rfmRenderBatchFrameChunk
Type: int
Default: 5
Label: 'Frames Per Server:'
Page: 'Render/Batch Render'
Description: The number of frames that should be split to a separate batch render process. For example, a 100 frame sequence with a frame chunk of 10 will result in 10 different batch render processes. Each of these batch render processes could potentially be ran on a separate Tractor blade, simultaneously, depending on your render farm setup.

rfmRenderBatchFrameChunk

Name: rfmRenderBatchCheckpoint
Type: string
Default: ''
Label: 'Checkpoint:'
Page: 'Render/Batch Render'
Description: Checkpoint interval and optional exit time. This can be specified with an interval measured either in a number of increments (i.e., passes over the image), or by the elapsed wall clock time.

For convenience the time-based interval can also be specified with a suffix of s, m, h, or d for seconds, minutes, hours, and days respectively.

Examples:

  • 10i,1h - Deposit a checkpoint image at every 10 increments, stopping the render in 1 hour.
  • 1m,5h - Deposit a checkpoint image at every minute, stopping the render in 5 hours.

rfmRenderBatchCheckpoint

Name: rfmRenderBatchLaunchDenoiser
Type: int
Default: 1
Label: 'Launch denoiser:'
Page: 'Render/Batch Render'
Widget: 'checkBox'
Description: If enabled, denoising tasks will be added to the render job and launched as usual. If not, images will still be computed with the required AOVs but no denoising will take place.

rfmRenderBatchLaunchDenoiser

Name: rfmTractorPaused
Type: int
Default: 0
Label: 'Start Paused:'
Page: 'Render/Batch Render/Tractor'
Widget: 'checkBox'
Description: Job will be set to paused when spooled.

rfmTractorPaused

Name: rfmTractorCleanup
Type: int
Default: 1
Label: 'Delete Temp Files:'
Page: 'Render/Batch Render/Tractor'
Widget: 'checkBox'
Description: Job will clean up any temporary files needed for batch rendering.

rfmTractorCleanup

Name: rfmTractorPriority
Type: int
Default: 1
Label: 'Priority:'
Page: 'Render/Batch Render/Tractor'
'page_open': 'false'
Description: Priority for your job.

rfmTractorPriority

Name: rfmTractorService
Type: string
Default: 'PixarRender'
Label: 'Service:'
Page: 'Render/Batch Render/Tractor'
Description: Service keys for your job.

rfmTractorService

Name: rfmTractorEnvKey
Type: string
Default: ''
Label: 'Env Keys:'
Page: 'Render/Batch Render/Tractor'
Description: Multiple keys can be specified and should be space separated.

These environment keys are recognized by LocalQueue and Tractor out of box:

  • maya-* (eg. maya-2018)
  • rfm-* (eg. rfm-22.0)
  • rmantree=* (eg. rmantree=$RMANTREE)
  • rfmtree=* (eg. rfmtree=$RFMTREE)

rfmTractorEnvKey

Name: rfmTractorAfter
Type: string
Default: ''
Label: 'After:'
Page: 'Render/Batch Render/Tractor'
Description: Delay start of job processing until given time
Format: MONTH/DAY HOUR:MINUTES
Ex: 11/24 13:45

rfmTractorAfter

Name: rfmTractorCrews
Type: string, Default: ''
Label: 'Crews:'
Page: 'Render/Batch Render/Tractor'
Description: List of crews. See 'Crews' in the Tractor documentation.

rfmTractorCrews

Name: rfmTractorTier
Type: string
Default: ''
Label: 'Tier:'
Page: 'Render/Batch Render/Tractor'
Description: Dispatching tier that the job belongs to. See Scheduling Modes' in the Tractor documentation.

rfmTractorTier

Name: rfmTractorProjects
Type: string
Default: ''
Label: 'Projects:'
Page: 'Render/Batch Render/Tractor'
Description: Project that job belongs to. See 'Limits Configuration' in the Tractor documentation.

rfmTractorProjects

Name: rfmTractorComment
Type: string
Default: ''
Label: 'Comments:'
Page: 'Render/Batch Render/Tractor'
Description: Additional comment about the job.

rfmTractorComment

Name: rfmTractorMetaData
Type: string
Default: '', Label: 'Metadata:'
Page: 'Render/Batch Render/Tractor'
Description: Meta data to add to the job.

rfmTractorMetaData

Name: rfmTractorWhenDone
Type: string
Default: '', Label: 'When Done Command:'
Page: 'Render/Batch Render/Tractor'
Description: Command to run when job completes withour error.

rfmTractorWhenDone

Name: rfmTractorWhenError
Type: string
Default: ''
Label: 'When Error Command:'
Page: 'Render/Batch Render/Tractor'
Description: Command to run if there is an error executing the job.

rfmTractorWhenError

Name: rfmTractorWhenAlways
Type: string
Default: ''
Label: 'When Always Command:'
Page: 'Render/Batch Render/Tractor'
Description: Command to run regardless if job completes with or without errors.

rfmTractorWhenAlways

Name: rfmTxManagerWorkers
Type: int
Default: 2
Label: 'Number of processes:'
Page: 'Render/Texture Manager'
min: 1
max: 6,
Description: Number of txmake processes to launch in parallel. Default to 2 (assuming a typical 4-cores computer) You should only increase this if you have more than 8 physical cores.

rfmTxManagerWorkers

Name: rfmTxManagerFallbackPath
Type: string
Widget: 'fileInput'
Options: 'directory'
Default: <ws>/renderman/textures
Label: 'Fallback Texture Path:'
Page: 'Render/Texture Manager'
Description: By default, the *.tex file will be written in the same directory as the source image. If this directory is not writable, the texture manager will write to the fallback directory instead.

rfmTxManagerFallbackPath

Name: rfmTxManagerFallbackAlways
Type: int
Widget: 'checkBox'
Default: 0
Label: 'Always Fallback:'
Page: 'Render/Texture Manager'
Description: If on, we always use the fallback path to write textures.

rfmTxManagerFallbackAlways

Name: rfmTxManagerShowAdvanced
Type: int
Widget: 'checkBox'
Default: 0
Label: 'Show Advanced Options:'
Page: 'Render/Texture Manager'
Description: Show advanced options that affect texture conversion.

rfmTxManagerShowAdvanced

Name: rfmTxManagerTexExtensions
Type: string
Default: 'tex tx txr ptx ptex'
Label: 'Texture Extensions:'
Page: 'Render/Texture Manager'
Description: ("Any file with one of these extensions will not be converted by the texture manager and used as-is. Entries should be space-delimited.

rfmTxManagerTexExtensions

Name: rfmShadingEngineUseRmanPlugs
Type: int,
Default: 1
Label: 'ShadingEngine connection:'
Page: 'Workflow/Shading Nodes'
Widget: 'mapper'
Options: 'Use Maya plugs:0|Use RenderMan plugs:1'
Description: Connect BxDF and Displacemenent nodes to the shadingEngine's RenderMan plugs (rman__shader and rman__displacement) or to Maya's plugs (surfaceShader and displacementShader).

rfmShadingEngineUseRmanPlugs

Name: rfmDefaultMayaSurfaceShader
Type: string
Default: 'lambert'
Label: 'Default Maya Surface:'
Page: 'Workflow/Shading Nodes'
Widget: 'popup'
Options: opts
Description: When using the shadingEngine's RenderMan plugs, we need to attach a maya surface shader to avoid a getting a green viewport representation.
None: do not connect anything to surfaceShader.
Use initialShadingGroup shader: connect the default surface shader.
Use callback: you can register a maya callback that be called by RfM after the connection of the RenderMan node. The function takes one argument (the name of the shadingEngine node it should connect to) and returns the name of the created node.
- owner: 'RenderMan_for_Maya'
- hook: 'rmanPostConnectToShadingEngine'
- arg 1: name of the shadingEngine node

rfmDefaultMayaSurfaceShader

Name: rfmSwatches
Type: int
Default: 0
Label: 'Render Swatches'
Page: 'Workflow/Shading Nodes'
Widget: 'checkBox'
Description: When swatch rendering is enabled in maya, swatches will be rendered for RenderMan materials. When this preference is disabled, swatches for RenderMan materials appear as icons. Light and pattern nodes always appear as icons.

rfmSwatches

Name: rfmSceneVersionIncrement
Type: int
Default: 0
Label: 'Increment version:'
Page: 'Workflow/Scene Versioning'
Widget: 'mapper'
Options: 'Manually:0|On Preview Render:1|On Batch Render:2', Description: The version number can be set to automatically increment each time you render.

rfmSceneVersionIncrement

Name: rfmSceneTakeIncrement
Type: int
Default: 0
Label: 'Increment take:'
Page: 'Workflow/Scene Versioning'
Widget: 'mapper'
Options: 'Manually:0|On Preview Render:1|On Batch Render:2', Description: The take number can be set to automatically increment each time you render.

rfmSceneTakeIncrement

Name: rfmSceneVersionPadding
Type: int
Default: 3, Label: 'Version padding:'
Page: 'Workflow/Scene Versioning'
Min: 1
Max: 4
Description: The Version number can be zero-padded in file names.

rfmSceneVersionPadding

Name: rfmSceneTakePadding
Type: int
Default: 2
Label: 'Take padding:'
Page: 'Workflow/Scene Versioning'
Min: 1
Max: 4
Description: The Take number can be zero-padded in file names.

rfmSceneTakePadding

Name: rfmDefaultLightShading
Type: int
Default: 0
Label: 'Default Lights Shading:' Page: 'Viewport/Real Time'
Widget: 'mapper'
Options: 'Wireframe:0|Shaded:1'
Description: Default mode in which lights are created.

rfmDefaultLightShading

Name: rfmVp2TextureExtensions
Type: string
Default: 'tex tx txr'
Label: "Texture file extensions:"
Page: "Viewport/Real Time"
Widget: "default"

rfmVp2TextureExtensions

Name: rfmVp2DisplayRInLights
Type: int
Default: 1
Label: 'Display R in lights:'
Page: 'Viewport/Real Time'
Widget: 'checkBox'
Description: Toggle the display of the R logo in viewport lights.

rfmVp2DisplayRInLights

Name: rfmVp2LightWireColor
Type: color
Default: [0.5, 0.7, 0.9]
Label: 'Lights wire color:'
Page: 'Viewport/Real Time'
Widget: 'color'
Description: Color of RenderMan lights wireframes.

rfmVp2LightWireColor

Name: rfmVp2LightFilterWireColor
Type: color
Default: [0.1, 0.2, 0.1]
Label: 'Light Filters wire color:'
Page: 'Viewport/Real Time'
Widget: 'color'
Description: Color of RenderMan lights wireframes.

rfmVp2LightFilterWireColor

Name: rfmVp2MaxTextureResolution
Type: int
Max: 4096
Default: 256
Label: "Max Texture Resolution:"
Page: "Viewport/Real Time"
Widget: "mapper"
Options: "64:64|128:128|256:256|512:512|1024:1024|2048:2048|4096:4096"

rfmVp2MaxTextureResolution

Name: rfmPlayBlastViewerCmd
Type: string
Widget: default
Default: ''
Label: 'Playblast viewer command:'
Page: 'Viewport/Playblast'
Description: An executable that takes a file path with one or more # to specify the frame numbers.

rfmPlayBlastViewerCmd

Name: rfmPlayBlastViewerCmdShowOutput
Type: int
Widget: 'checkBox'
Default: 0
Label: 'Show command output:'
Page: 'Viewport/Playblast'
Description: Display the command's output in the script editor.

rfmPlayBlastViewerCmdShowOutput

Name: rfmEnableVpControls
Type: int
Default: 1
Label: 'Viewport controls:'
Page: 'Viewport/RenderMan'
Widget: 'checkBox'
Description: Display RenderMan controls on the left side of the viewports' icon bar.

rfmEnableVpControls

Name: rfmVpCropWindowColor
Type: color
Default: (1.0, 0.2, 0.0)
Label: 'Crop Window Color:'
Page: 'Viewport/RenderMan'
Description: Choose the color of the crop window in the viewport.

rfmVpCropWindowColor

Name: rfmVpFPS
Type: int
Min': 1
Max': 60
Default: 30
Label: 'Max FPS:'
Page: 'Viewport/RenderMan'
Description: Limit the refresh rate of viewport. On OSX, lower refresh rates prevent UI bugs, like the 'sticky mouse' syndroma.

rfmVpFPS

Name: rfmVpProgressBar
Type: int
Default: 1
Label: 'Progress Bar in Viewport:'
Widget: 'checkBox'
Page: 'Viewport/RenderMan'
Description: Display a blue progress bar, the render time and the info string at the bottom of the rendering viewport.

rfmVpProgressBar

Name: rfmVpInfoString
Type: string
Default: <integrator> max samples: <rmanGlobals.ipr_hider_maxSamples> variance: <rmanGlobals.ipr_ri_pixelVariance:%.03f>
Label: 'Viewport info string:'
Page: 'Viewport/RenderMan'
Description: Choose infos displayed in the viewport. You can use the token substitution syntax.

rfmVpInfoString

Name: denoise
Type: int
Label: "Denoise"
Widget: "checkBox"
Default: 0
Page: "Denoise" denoise

Name: frameMode
Type: int
Label: "Mode"
Widget: "mapper"
"options": "Single Frame:0|Cross-Frame:1"
Default: 0
Page: "Denoise"
frameMode

Use mc.setAttr maybe? After importing maya commands as mc How they get it: mode = mc.getAttr('%s.denoise' % dspy_node)

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Small collection of renderman variables that you could possibly edit in a script to setup your rendering environment for your personal use or in a rendering and animation pipeline. These are a bunch of rfm variables.

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