Rendering using Batch Rendering

From TOI-Pedia


Most people use the rendering function that is embedded in Maya. Just press the Render current frame button and watch the image being rendered. There are some important limitations or drawbacks however:

  • Render Current Frame can only render one image at a time. Animations cannot be rendered.
  • Using the built-in rendering command in Maya limits the amount of available memory [1]


Rendering an image sequence

When your aim is to render a sequence of images, e.g. for an animation, be sure to make the proper settings.

RenderSettings image sequence.jpg

Especially pay attention to:

File name prefix
default may be fine, but you may want to use a custom prefix.
Frame/Animation ext
is most commonly set to name.#.ext or name_#.ext
Image format
for animations, Targa (tga) is recommended as it works well with software such as Adobe Premiere.
Start / End frame
make sure the correct start and end frame are set for the sequence.
Frame padding
most commonly set to 4, to have 4-digit numbering.
Renderable Camera
Select the camera that should be rendered.

Starting the Batch rendering process

In the Rendering menu-set, choose Render > Batch Render.

This will start the rendering process in the background in a separate process. Once it runs you may close Maya, which may greatly improve the amount of free memory that is available for rendering.

Getting the results

De Batch render process will write the results into the images folder of your project.

Stopping a running Batch render

This must be done using the Task Manager (in Windows).

Press Ctrl + Alt + Del and click Task Manager. Go to the processes tab and find the mayabatch.exe process:

TaskManager mayaBatch process.jpg

Select the mayabatch.exe process from the list. You may click End Process to kill it:

TaskManager mayaBatch end task.jpg


  1. On 32bits Windows platforms, the amount of memory any single process can use, is limited. When rendering in Maya, this is shared with the main Maya process itself, which may take up to 1Gigabyte on heavy scenes, thus leaving little memory for the rendering process.
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