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title: "Bakery Rendering"
canonical: "https://rmanwiki-27.pixar.com/space/RU/657424439/Bakery%20Rendering"
format: markdown
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### Rendering

Once you've defined the frame range, aspect ratio, and render camera in the render settings, it's time to determine which sampling will provide the best compromise between calculation time and image quality. Let's also keep in mind that the RenderMan Machine Learning Denoiser will help reduce sampling noise.

In the Render Settings > RenderMan > AOVs tab, we can choose the settings needed for compositing. In the case of this scene, I've created five main outputs:

- **Beauty** - Will be used to Denoise and recover the alpha of the layers in the image.
- **LPEs** - Contain information relating to asset materials.
- **Light Groups** - Key light, dome light, and door light.
- **Data Outputs** - Utility passes to create a slight depth of field in post.
- **Cryptomatte** - Will help select assets to modify in Nuke. This is via the Sample Filters, not the AOVs tab.


![french-bakery-aovs.jpg](media://cd23b0d1-7f1f-40e6-965e-ab77d4b1008c)

Optimization also involves the creation of render layers. In the case of this image, the glass windows require a greater number of samples and Max Specular Depths to make the light travel and sample the assets behind them correctly. I therefore separate the two windows from the main set so that I can override Max Samples, Pixel Variance and Max Specular Depth.

![french-bakery-layers.jpg](media://cb167d8d-9848-4c4b-a65c-80aaaa3fc8de)


Finally, isolating the volumes in their own “FOG” layer with the set made into a matte object, will make it easier to integrate and modify during compositing. Sampling should be overridden downwards, always with the will of optimization.

With the three layers ready and checked, it's time to hit the batch render button!

![french-bakery-passes.gif](media://d8c9029e-5073-4ae7-811f-f320fcbb6078)

> 📝 Tip: Reading the XMLs (in “project name, renderman, rib”) guides the optimization search.


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