Render heavy scenes in Maya

Mentalray in Maya
  • Use Raytracing instead of Scanline render
  • Combine the non animated objects in to single mesh.
  • Optimize the animation keys. Remove the unwanted keys in static attributes.
  • Optimize the whole scene by selecting File/Optimize option. Use only one attribute at a time.
  • Convert the procedural textures in to file textures. Use File texture manager to automate process.
  • Convert the textures in to .map format. Use file texture manager to automate process.
  • Check for missing textures. Use file texture manager to automate process.
  • Reduce the size of the textures if possible.
  • Reduce the size of the HDR map.(reducing the size from 60mb to 2mb will still produce the necessary FG.
  • Try to reduce the no of area lights.
  • Apply correct light linking.
  • Reduce the no of shadow rays for each light.
  • Remove the unwanted lights.
  • If you have imported many objects in to your scene some unwanted light node may be generated.Use REM_lightlink to reduce the file saving time.
  • Reduce the no of reflection, refraction and shadow rays in mentalray global to optimum.If they are not needed use zero values.
  • Adjust the camera far clipping according to the total scene size.
  • Use radius quality control in Finalgather quality tab.
  • Render shadows and fog in separate pass.
  • If batch rendering causing problem try using ikas_renderviewer render.
  • Cache the animation of complex meshes,dynamics and ncloth objects.
  • Render fluids,fur,hair and particles in separate layer with adjusted quality.
  • Use mentaray approximation editor wisely.(Particularly for displacement).
  • Use round-corner utility instead of Bevels.
  • If you are using smooth mesh preview option set the display resolution to zero and render resolution to 2.
  • Try increasing the point interpolation in FG rather than increasing the shadow rays.
  • Use a non renderable dome or cube to prevent the leaking of FG rays.
  • Avoid the motion blur.If needed render the object separately.
  • Carefully examine the Outliner with DAG only turned off to find unwanted node and delete them.
  • Use points or bounding box to display the heavy mesh.
  • Use mentalray proxies if possible.
  • Generate normalmaps from heavy mesh and apply them to proxies.
  • Delete the unnecessary polys that are not seen in the camera view.
  • Still you are having problem try to import the scene in to a new maya file.