One thing which I found quite special is that the renderman batch process saves everything in its own directory. Even if this is a more efficient apporach because it avoids the overhead of Maya to Renderman translation and no Maya has to be open during rendering, I prefer one batch process which can be easily controlled. Then the prman batch rendering starts with it's own window. If you do batchrendering, rib files are exported for the whole sequence in one go as soon as you start the rendering or in batch if you change the settings. To create nice caustics, I can use VCM integrator what is a bidirectional pathtracer which is able to do nice refractive and reflective caustics, I'll add a test as soon as possible. I used the pathtracer integrator because I wanted to compare better with Arnold and others. Shading an lighting work as expected and I was able to shade my scene quite fast, well it is not really complex so no wonder it works nicely. I'd prefer to have one light where I can set the shape. They are the same the only difference is the shape. You can create disk, rect, spherical and other lights. The previous problem that Renderman light locators were not visible in the Viewport2.0 is gone. Now the REYES mode is completely gone what simplifies rendering a lot. To test the breaking bottle scene, I used the brandnew Renderman 21 with Maya2017. I could fix this problem and repored it in the Renderman forum where they tested it and are fixing it, that's great. As soon as you try it, it is swiched back to Renderman. Once you switch to Renderman in the RenderGlobals windows, you can never switch back. Camera imperfections are introduced like lense distortion, vignetting, chromatic aberration to make the image less perfect.ĭuring the creation of the TestRenderProject, I discovered a small Maya plugin problem. Renderman now has a better hair marshner based hair shader. It was intially developed by Disney and was used in Big Hero 6 even if this movie was rendered with Disneys own inhouse renderer Hyperion. With version 20 Pixar introduced a Denoiser. And a lot of other smaller new things have been added. This simplifies the workflow because the user has to deal with less parameters. It seems that they drop REYES now and concentrate on the pathtracer RIS. New and improved procedural textures are available. Lighting system has been rewritten to fit better into modern hardware. Renderman now ships with the same production shaders which are used by Pixar itself to create their outstanding movies. And Renderman supports OSL now, what is a great thing even if it seems that it cannot yet be used for surface shaders, but texture patterns only. They are making huge steps with the 22 release. Emissive volumes can now be used as lightsource what greatly improves sampling in scenes with fire. Guided by machine learning the lighting results should be improved. An new interesting approach is a Light Learning scheme. NVIDIA's optix denoiser made it's way into Renderman. And as well as in other renderers, adaptive sampling is coming back. Maya and Katana plugins are new designed to reflect the new workflows. Same with hair, the new curve rendering procudures let you work interactively. Let Renderman render in the viewport while you are modelling or shading, or lighting, very fine. It removes noise from an image without loosing detail information. And of course because it is a path tracer, it trends to produce noise which leads to Pixars Denoise tool. Following the common trend to pathtracing, Pixar implemented RIS a path tracer (and bi directional path tracer) for interactive work and final renderings. This is a fully functional version, no limits, only in a way you are not allowed to use it commercially. It was calm after newer renderers like mentalray, vray and arnold appeared. Reflections were faked with mapping or with other tricks. Rendeman itself worked a long time without raytracing at all. This worked fine as long as there was no need for raytracing. With this technology only the parts visible in currently rendered buckets had to stay in memory. So for any bucket, the geometry is subdivided into subpatches which then are shaded. Since in the early days the memory was quite expensive and computers had to deal with a tiny amount of ram (compared to nowadays computers), the basic algorithm was based on the principle to create data only if necessary and throw it away as soon as possible. Later it was used for VFX in features movies and finally for full CG movies like Toy Story. Then Pixar used it to first develop shots like "Knick Knack" or "Wally B". First it was developed in the 1970s by Ed Catmull and others. It was here first, and it will stay if all others are gone. Pixars Renderman, previously called PRman (photo realistic renderman) is the one renderer. plugins for Maya, Katana, Houdini and.Current version: Renderman 22.3 from December 2018.
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