Rendering Maya in DOS

Full list of Maya render flags

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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
-r <string> specify which renderer to use (the command above tells you your options for this command)
-proj <string> use this Maya project to load the file
-log <string> save render diagnostics into the given text file

 

 

General Purpose Flags:

-rd <path> Specify the directory in which to output image files
-im <file name> Image file output nam
-fnc <int> File naming convention (eg: name, name.ext, name.#)
-of <string> output iimage file format
-s <float> set start frame
-e <float> set end frame
-b <float> by frame (eg: -b 2 renders every other frame)
-pad <int> number of digits in the output image frame file name (01, 001, 0001, etc)
-rfs <int> Specifies what number to start the image sequence at. Overrides the frame number from the scene file.
-rfb <int> Specifies what increment to renumber the image sequence at. Overrides the frame number from the scene file.
-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 <string> 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
-x <int> set x resolution of the final image
-y <int> set y resolution of the final image
-precentRes <float> renders the image using a percent of the resolution
-ard <float> set device aspect ratio for the rendered image

 

 

Software Specific Flags:

Anti-aliasing:

 

-eaa <int> Set anti-aliasing quality: 0=highest, 1=high, 2=medium, 3=low
-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 multi-pixel filtering; otherwise, use single pixel filtering
-pft <int> when useFilter is true, specifies on of the following filters: 0=box, 2=triangle, 4=gaussian, 5=quadratic
-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 channel contrast threshold (default = 1.0/8.0)
 
Ray Tracing:
-ert <boolean> turn raytracing on and off
-rfl <int> maximum raytracing reflection level
-rfr <int> maximum raytracing refraction level
-sl <int> maximum raytracing shadow ray depth
 
Field Options:
-field <boolean> enable field rendering; when on, images are interlaced
-pal when field rendering is enable, render even field first (PAL)
-ntsc when field rendering is enable, 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 blu (1-360)
-mb2d <boolean> motion blur 2D on/off
-bll <float> 2D motion blur length
-bls <float> 2D motion 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> if false, use the film gate for rendering
-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 or not to premultiply
 
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> obselete flag, used only for backward compatibility
-sel <boolean>|<name(s)> selects which objects, groups, and/or sets to render
-l <boolean>|<names> selects which display and render layers to render
 
MEL callbacks:
-preRender <string> Mel code executed before rendering
-postRender <string> Mel code after before 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 obsolete flag
-post obsolete flag

 

 

Mental Ray Specific Flags:

-v <int> set the verbosity level 0 = fatal errors only; 1 = all errors; 2 = warnings; 3 = progress report; 4 = informational messages; 5 = debugging messages; 6 = detailed messages
-re <int> specify number of rendering threads. 1-4
rnm <boolean> Network render option. If true, mental ray renders almost everything on slave machines, thus reducing the workload on the master machines
-bakesSetDefault Specifies a bake-set to include all objects not assigned to any other bake-set in the scene

 

 

Hardware Specific Flags:

Quality:
-ehl <boolean> enable high quality lighting
-ams <boolean> accelerated multi sampling
-ns <int> number of samples per pixel
-tsc <boolean> transparent shadow maps
-ctr <int> color texture resolution
-btr <int> bump texture resolution
-tc <boolean> enable texture compression
Render Flags:
-c <int> culling mode: 0 = per object; 1 = all double sided; 2 = all single sided
-sco <boolean> enable small object culling
-ct <float> small object culling threshold
-mb <boolean> enable motion blur
-mbf <float> motion blur by frame
-ne <int> number of exposures
-egm <boolean> enable geometry mask

 

 

Other Flags:

-rep <boolean> if true, overwrite existing frames
-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
-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 any post-processing (motion blur, glows, etc)

 

 

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