I am a huge advocate of using shared render layers in a file referencing pipeline. It’s probably the only reasonable way of allowing lighters, animators, riggers and FX artists to work on shots and assets simultaneously. That being said, it isn’t without its weaknesses (many of which I talked about in an earlier post). The latest one I encountered happens with scenes with TONS of objects… not necessarily a high polygon count, but just lots and lots of individual DAG nodes. Take a look… (more…)
As promised, a useful post! And probably a long one.
As far as rendering goes, the problem that I see people running into more often than anything else is render layers mysteriously breaking, especially when file referencing is involved. The symptoms are typically either objects disappearing or Maya simply being unwilling to switch to a specific render layer, claiming in the Script Editor that there are “overrides to a node in a missing reference” or something to that effect. A lot of less experienced or just less technical types will try to solve the problem by either importing their references into the scene (which is rarely a good idea), or by screaming obscenities (which is exhilarating but ineffective). There is a better way to get your scene to render with no problems, and be able to use file referencing. The trick is to use shared render layers properly, only allow certain edits to your references in your final scene, and make sure that your references are clean.