Renderer Extension Configuration

Yeti ships with support for multiple rendering engines, due to the difference in the way each of these renderers have been integrated into Maya as well as how they resolve dependencies each one may need to be configured differently and may require multiple environment variables to be set.

Note

If you are unfamiliar with the process of setting environment variables for your specific platform please refer to the Setting Global environment variables provided in our licensing documentation.

Pixar’s Renderman For Maya

Rendering with Renderman for Maya is straight forward, the main installation concern is to make sure you have the Yeti DSO in the Procedural search path.

As of Renderman 22.x this has become much easier with the introduction of the RFM_PLUGINS_PATH environment variable, this should point to the Yeti bin directory where the Renderman DSO lives.

Chaos Group V-Ray

To render Yeti graphs using the supplied VRay plugins you first need to make sure that VRay will be able to find the appropriate binaries, to support rendering in both Maya and standalone you will need to append the bin directory in the Yeti installation path to the VRAY_FOR_MAYA2012_PLUGINS_x64 and VRAY_PLUGINS_x64 environment variables.

Warning

Be sure to append these to the paths already set or else VRAY will cease to function correctly.

Once the environment variables have been set your Yeti nodes will be rendered as expected, Yeti supports all shader assignments and is meant to be used with Chaos Groups supplied hair and fur shaders.

Note

On Windows be sure that the Yeti bin directory has been added to your PATH environment variable.

Solid Angle’s Arnold

To render Yeti graphs using the supplied Arnold plugins you first need to make sure that Arnold will be able to find the appropriate binaries, to support rendering in both Maya and standalone you will need to set MTOA_EXTENSIONS_PATH to point to the plug-ins directory so MtoA can find it upon initialization. You will then have to tell Arnold itself how to find the Yeti plugin by ensuring the Yeti bin path is set in the ARNOLD_PLUGIN_PATH environment variable.

Warning

be sure to append these to the paths already set or else Arnold will cease to function correctly.

Once the environment variables have been set you’re Yeti nodes will be rendered as expected, Yeti supports all shader assignments and is meant to be used with Solid Angle’s supplied hair and fur shaders.

Redshift 3D

Yeti ships with a Redshift extension that allows hair and mesh output from evaluated graphs to be rendered with Redshift.

To use this you will need make sure the Yeti plug-ins directory is appended to the REDSHIFT_MAYAEXTENSIONSPATH environment variable.

Note

Due to API changes please ensure you’re using the same version of Redshift that the current Yeti release was built against.

Clarisse

Yeti ships with a Clarisse module that allows hair and mesh output from evaluated graphs to be rendered from within Clarisse 3.6.

You will need to use the -module_path command line parameter for Clarisse to specify an additional search path for it’s modules that points to the Yeti plug-ins directory where our module lives, be sure to include Clarisse’s own path in this list first and then the path to Yeti’s module separated by spaces.

For example:

clarisse -module_path /applications/clarisse/3.6/modules /applications/yeti/3.0.1/plug-ins

3Delight Studio Pro

Yeti uses both a procedural DSO for rendering Yeti cache files as well as integrating into 3Delight Studio Pro.

The 3delight extension must be included in the procedural search path which can either be set in your rendermn.ini file or by setting the DL_PROCEDURALS_PATH environment variable. If you’d prefer not to set these for some reason you can also make sure your 3Delight for Maya ( or other rib generation software ) adds the search path option to the rib files.

The 3Delight Maya translator also needs to be told how to interpret the custom Yeti shapes when generating rib files to be able to output the neccesary information for render Yeti caches. We provide a very generic set of Mel commands that does this for you in pgYetiDL.mel - this Mel script defines the required DL_userGetGeoTypeData and DL_pgYetiMayaCanUseObjectInstance global procedures as described in the 3delight manuals, if Yeti is the only procedural shape you are using it is safe to source this file directly.

If you have other custom shapes you will need to integrate the settings from our supplied pgYetiDL.mel file in the one used by your studio.

If in doubt, it’s probably safe to use source pgYetiDL; before rendering.

On OSX you may need to set DYLD_LIBRARY_PATH to 3Delights /lib directory if the renderer complains it can’t load lib3delight.dylib - whether or not this is correctly set depends on your 3delight installation and how you have launched Maya which can vary between platforms and installations.