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The default value is For more information about focal length in general, see Focus and blur. Most cameras do not compress the image they record, and their Lens Squeeze Ratio is 1. Some cameras for example, anamorphic cameras , however, compress the image horizontally to record a large aspect ratio wide image onto a square area on film. The default value is 1. Scales the size of the camera relative to the scene.

For example, if Camera Scale is 0. If the Focal Length is 35, the effective focal length for the camera would be The Camera Aperture attribute determines the relationship between the Focal Length attribute and the Angle of View attribute. The default values are 1. Vertically and horizontally offsets the resolution gate and the film gate relative to the scene. Changing the Film Offset attribute produces a two-dimensional track. Film Offset is measured in inches. The default setting is 0.

Controls the size of the resolution gate relative to the film gate. If the resolution gate and the film gate have the same aspect ratio, then the Film Fit setting has no effect. The default setting is Fill.

Fits the resolution gate within the film gate. Fits the resolution gate horizontally within the film gate. Fits the resolution gate vertically within the film gate. You can specify the default input color space used by new nodes in your Color Management preferences , together with your rendering space and other settings. The available color spaces that you can choose depend on whether you are using an OCIO configuration file for color management.

No matter what you are using as the default input color space, you can always specify a different value here for individual nodes. This is useful, for example, if most of your images are sRGB but you are also using a few images in other color spaces. If the input color space specified for a node is not available in your current configuration, its name is displayed in red and the default input color space is used instead. However, the name of the missing color space is preserved in the scene and will be used again if you switch your configuration to one that includes it.

For more information about color management in general, see Color Management. Use this option when you are using color management in your scene. See Using color management in your scene for more information regarding color management. Select the color profile that your File texture is using. There are two sections available in the Color Profile drop-down box. Under the first section, there is a list of built-in color profiles.

Under the second section, there is a list of any existing color profile nodes that are currently in your scene. See Color Profile for a list of available color profiles.

Click the colorProfile node icon to create a colorProfile node and connect it to your current File node. If you select the Use Default Input Profile option under the list of built-in color profiles, Maya will use the color profile setting that you selected under the Default Input Profile option in the Render Settings: Common tab. In order to use color management in your scene, you must select the Enable Color Management option in the Render Settings: Common tab.

Use block ordered textures. This can make rendering slower and can increase the amount of disk space used during rendering. However, it uses less memory during the rendering process. Because of this, converting all image file textures to BOT files before rendering using the Optimize Scene command can be helpful. If set, then the texture is not loaded. Instead a grey color is output in place of the image. Interactive Sequence Caching is used for caching file textures when animating textures to play the animation at regular speed.

This provides faster interactive animation of the file textures. Use the following attributes to indicate which frames you want to load. These attributes do not alter the final rendered image. Controls how many frames are skipped if any Maya loads into memory when Use Interactive Sequence Caching is on. If 2, Maya loads every second frame, and so on. Point : Point sampled; that is, no filtering. Gaussian : Creates a camera soft blurry result.

Gaussian uses a curved fall-off for sample contributions. Almost all samples at the center of the pixel have virtually the same contribution weight, but rapidly falloff smooth. To set the file format, see Set the rendered image file format. For a list of supported file formats, see Supported file formats.

Maya can render and save an image in either bitmap or vector format. A bitmap image uses pixels colored squares arranged in a grid to describe the image. Autodesk Maya website. Developer: Autodesk, Inc. Autodesk Maya software is a powerful, integrated 3D modeling, animation and rendering solution that enables leaders in film and television, game development, design visualization, and education to stay ahead of the game.

Autodesk Maya software delivers faster, more efficient tools and workflows for creating the stunning, high-resolution characters, environments, and performances that will populate the games consoles, theater screens, and televisions of the future.

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