META

The Maya pipeline

With Ramses and its Maya Add-on, the Maya pipeline is easy-to-use but you have access to all parameters when publishing and importing files. Using presets and/or the Ramses Client Application you can completely automate the pipeline according to your specific needs.

▹ Read more about the pipeline.

▹ Configure the pipeline in the Ramses Client Application.

Setting the publishing parameters

Use the Publish settings button from the Add-on‘s shelf to access all available parameters for publishing in Maya. From this dialog, you can build your own presets, or set some settings as defaults for any specific step in your pipeline.

Publish settings: Format

In the first tab, select the step for which your setting the publishing parameters, and optionally select an existing preset.

Presets are stored in a folder inside the Maya module folder. You can save or load a preset with Edit ► Save preset... and Edit ► Load preset.... When a preset is saved in the default folder, it is listed in the box in this tab.

Ramses provides a few presets by default, they’re good examples of what you can do.

You can safely delete these presets from the preset folder if you don’t need them.

The text area on the right shows the preset as a text. This text can be saved or used directly in the publish settings of any step in the Ramses Client Application, to be automatically used when publishing files for the given step. In this case, this settings window will not be shown anymore when publishing files, unless the user checks the Edit publish settings box when saving the scene.

If the Ramses Client Application is running, you don’t necessarily need to use presets; clicking on the Save settings button will set the current settings to the selected step. They can then also be edited directly in the Ramses Client Application.

This text uses the Yaml syntax, which can easily be edited manually.

Pre-Publish settings

Before publishing, Ramses can run some checks and clean the scene.

Pre-Publish

Maya scene

Maya scene - Shader library

When publishing a shader library, Ramses keeps the list of nodes the shaders are applied to, and is able to re-assign them when importing the library in any scene.

Alembic

Arnold Scene Source

There are no options for this format.

Importing assets

When importing or replacing assets, there are a few options. The same way publish settings can use presets or be set directly in the Ramses Client Application, Ramses will look for presets and default settings when importing the assets.

In the first tab, you can optionally select an existing preset.

Presets are stored in a folder inside the Maya module folder. You can save or load a preset with Edit ► Save preset... and Edit ► Load preset.... When a preset is saved in the default folder, it is listed in the box in this tab.

Ramses provides a few presets by default, they’re good examples of what you can do.

You can safely delete these presets from the preset folder if you don’t need them.

Format settings

For each format to import, you can set some settings.

The text on the right can be copied to any pipe type in the Ramses Client Application. When importing an asset, Ramses will first look for these settings, and if they’re found, it won’t show the settings dialog unless the user checked the box Edit import options when importing the asset.

Shaders

When importing a shader library, as published with the publish method of the Add-On, Ramses will automatically assign these shaders to any mesh imported along with the shaders; this is a quick way to import both Alembic meshes and their shaders for example: just import both files at once.

If you just want to assign the shaders to existing geometry, just select on or several nodes containing the meshes, and Ramses will try to assign the imported shaders to them, using the names of the transform nodes containing the meshes. If the shaders are not correctly assigned, check the names and namespaces of the nodes.

If you need to replace or reassign shaders already imported, the quick and easy way is to remove them from the scene, select the meshes, and import them again. All the shaders will be automatically re-assigned.