I'm running:
Maya 7.0 on Windows XP Pro SP2
Mental Ray is version 3.4.5.1
AE 6.5 Pro
Quicktime 7.0
I have been asked to render some 16Bit images for use in a After Effects comp.
I can't seem to get a Uncompressed 16Bit image out of Maya Mental Ray renderer.
In my Render Settings>>mental ray Tab I have the "Primary Framebuffer" setting set to:
Data Type: RGBA (Short) 4x16Bit
Gamma: 1.000
Colorclip: RGB
Interpolate Samples: Checked
Desaturate: Un-Checked
Premultiply: Checked
Dither: Checked
What is the difference between:
RGBA (Short) 4x16Bit
&
RGBA (Half) 4x16Bit ?
I can't seem to find anything about this in the Mental Ray documentation.
The the Maya Docs I have read state that SGI, TIF, RLA, IFF, CIN etc.. image formats are supported by mental ray for rendering at 16Bit.
Yet I cannot get any of these to render out a 16Bit image. Through the Render View or Batch functions.
Also when in "Render Using>>mental ray" I am missing the .cin image format in my "Render Settings>>Common>>Image File Output>>Image Format" list. Yet the documentation for both Maya and Mental ray state that it is a supported mental ray image format.
I'm checking the images with:
imf_disp.exe
Quicktime
After Effects
The only image format that so far has rendered a 16Bit image (when checked with imf_disp.exe) is "TIFF uncompressed" but this file crashes AE on Import and Quicktime loads it as a 8Bit image.
Also it's not like Maya is rendering an Image that these programs just can not deal with (other than TIFF uncompressed) the file sizes have been very low. 40 - 1,000kb. A truly uncompressed HD1080x1920 file should be between 15-23Mb per frame.
Does Maya's Batch render function of Mental ray not support 16Bit file formats?
Do I need to install special additional codecs?
What file type are others using to get 16Bit images out of Mental Ray/Maya?
Do I need a special output shader attached to the camera?
(There are non listed in my hypershade's output shader category. In my Camera's mental ray tab there is an "Output Passes" option. It is greyed out but I can see that the color is set to byte. I cannot change this option. Do I need to or is this for pass based rendering only?)
Will I have to write a custom Output shader just to get a correct 16Bit frame? If so: Is there a Output shader library anywhere?
Is there some little preference checkbox I'm missing somewhere?
Help!
Thanks.