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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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amile duan

What is the difference between Rendering in Layers and Rendering in Passes?

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A lot of books has mentioned the two different function-Rendering in Layers and Rendering in Passes, but there are still some books or tutorials which confused them, and also because the related name of Maya Render Layer, many people has confused all the concepts.

Here we can see the differences between Rendering in Layers, Rendering in Passes, and Maya Render Layer.

[b]Maya Render Layer:[/b]

This is the name of control rendering output function of Maya. As before we would separate layers which have to keep in the archives, at the time a scene is rendering, the layers would proliferate, just like cells, usually one to five or six. If you want to change the camera or act, we have to send the original files to our colleagues for modifying, and separate these layers again. It’s a nightmare for all of us Lighting Artists. However, Maya allow us to gain the same effects just in one scene, and in general, the results are stable.

[b]Rendering in Layers:[/b] this is to render individually the different objects which are in one scene. To do this we can adjusted the materials and color convenient in the post production stage.

Furthermore, [b]pass types[/b] include: Color pass, Highlight pass, Reflection pass, Occlusion pass, Mask pass, Shadow pass, Depth pass, Effect passes.

For me, [link to my product] is useful for your large-scaled rendering work. Hope this will help you in your rendering work.
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I was in the process of responding, then realized this was just a stealth SPAM post, combined with search engine whoring. Boo.
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