Pixar RenderMan2.0 PartII

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RenderMan PartII Aj.Pruet Putjorn 1 Pixar RenderMan 2.0 PartII RenderMan with Shadow’s Paint Effects 1. Select ground terrain 2. On menuset of Rendering, Go to menu Paint effects> Make Paintable 3. Go to menu Window> General Editors> Visor

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Pixar RenderMan2.0 partII

Transcript of Pixar RenderMan2.0 PartII

RenderMan PartII

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Pixar RenderMan 2.0

PartII

RenderMan with Shadow’s Paint Effects

1. Select ground terrain 2. On menuset of Rendering, Go to menu Paint effects> Make Paintable

3. Go to menu Window> General Editors> Visor

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4. Select PlantsMesh category on the left 5. Select cortinarius.mel

6. Hold “b” on keyboard to make brush bigger 7. Paints on the ground as picture

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8. Render it with no shadow

9. Select key_lightShape, turn on Use Depth Map Shadows 10. Increase Resolution to 1024

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11. Add RenderMan Shadow Attrs

12. Render it again, but still no shadow on the mushroom

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13. Select mushroom 14. On the cortinarius1 Tab, turn on Cast Shadows on Shadow Effects

15. Render it again

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16. On strokeShapeCortinarius1 Tab, decrease Surface Offset as picture for make mushrooms into the ground

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RenderMan with fur render 17. When you render scene will have bad result

18. On the hero Tab 19. Increase Density to 200000 hair

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20. Select spotLightShape2 and turn on Use Depth Map Shadows

21. To improve the hair render, add RenderMan Shadow Attributes

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22. Render it, will get better

23. Increase Depth Map Resolution to 1024

24. Increase quality on Render Setting

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25. Activate Sigma Hiding (very good on thin object) on Advanced Tab

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RenderMan with Curve Render 26. Go to menu Create> Pencil Curve Tool

27. Draw some curve shape

28. If you render, will get nothing 29. Select curve, go to menu Attributes> RenderMan> Add Rendering Attrs

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30. You will see the curve after Render

31. You can play around with this attribute

32. You can assign material and making color in the Custom ShadingGroup 33. Choose Create shadingEngine

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34. Click checker button on Surface material

35. Select Blinn material and assign new color you want

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RenderMan with Subsurface Scattering

36. When you open the scene and render, will see normal shading from his face.

37. Create Spotlight for the scene

38. Select Spotlight and Look though Spotlight in perspective view

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39. Making angle behind of his head as picture

40. Increase Light Intensity to 2.000

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41. Create one more spotlight from the front of head (fill light) 42. Decrease light intensity to 0.400

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43. Select his face 44. Go to menu Attributes> RenderMan> Add Subsurface Scattering

45. You will get new list as picture

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46. When you render it, will get more lighter on face

47. If you change Scattering Strength to 3.00, get more effect, brighter

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48. Setup scattering Free Path as 0.10

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49. Assign pink color to Scattering Exit Tint and decrease Scattering Strength to 2.00

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RenderMan with Subsurface Scattering (Continue)

50. Open scene and add RenderMan Subsurface Scattering to his face

51. Click the connect button on Scattering Map

52. On rmanSSDiffusePass Tab 53. Copy Command in a filed, put in the Notepad

54. Replace –albedo fromfile with material skin1

55. Replace –diffusemeanfreepath fromfile with –unitlength 0.01

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56. Make them back to the original position and copy it

57. Put it back to the Command filed

58. Render it

59. Create Spotlight behind his head and make it brighter as picture

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60. Duplicate the light as fill light and decrease intensity to 0.4

61. Render one more time

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RenderMan with Caustic Effects 62. Render scene to see normal result

63. Create area light

64. Make angle as picture

65. Increase Penumbra angle to 10.000

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66. Create second Spotlight as picture

67. Render it

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68. Increase Intensity on light2 a bit

69. Select Diamond object 70. Go to Blinn material attribute 71. Add RenderMan “Caustic Controls”

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72. Select Glass on Shading Model

73. Activate Refractions and increase Refractive Index to 2.714 (Diamond)

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74. Still no caustics, have not add attribute on light yet 75. Select light1, add RenderMan Attributes “ Caustic Attrs”

76. Select the floor, add RenderMan Attributes “ Caustic Controls”

77. Select light1, turn on Decay Rate to be “Quadratic”

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78. Increase light intensity to 500 79. Render it

80. Change light intensity to 250

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81. On the light1, RenderMan Caustics Attribute 82. Try to setup as picture, change color of caustic filter, and strength

83. If you change Caustic Estimator to 25 (get shaper) or 500 (get more blur)

84. Go to Caustic Map link

85. If you change Emit to 10,000 (much more accurate)

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RenderMan with Global Illumination 86. Click ENV Light button on RenderMan self to create environment sphere

87. Render it

88. Select the env sphere and open attribute editor, will see RenderMan ENV light window 89. Create Spotlight for scene

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90. Make angle as picture and increase Penumbra Angle to 10

91. Now, get brighter, get information shaded on objects

92. Drops intensity to 0.7

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93. Activate Use Depth Map Shadows

94. Select the ENV sphere 95. On Environment Image, click folder button to add IBL

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96. Select N005_1500

97. You will get image on your sphere

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98. Render it, get high light on surfaces

99. But if you want to see only IBL, have to turn light off 100. Select Spotlight, turn off shadows, off illuminates by Default

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RenderMan with Occlusion 101. Open Scene 102. Activate Ray tracing on Render Setting

103. Render it

104. Set Sampling Mode to Sampled (more Quality)

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105. Change Samples to 512 (more accurate) and Max Variation to 1.5 (how fast render it)

106. Render it, get much smooth quality, very long time to render, get some mistake on disc

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107. Select the disc, add RenderMan Attributes

108. Add “Trace Bias”

109. Set to about 0.01

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110. Rotate ENV sphere to move light source to the front of character

111. Render it, will take about 10 minus, not a good solution for time saving, we will using Bake on next the lesson

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RenderMan with Bake Occlusion 112. When you open scene, it already setup as very high quality values, it will take 30 minus to render

these

113. The file is already create Bake pass as you can see on Bake field

114. If you render this, will take about 33 minus

115. If you would like to Create Bake set, right click on Bake field, will get 3 options

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116. Select rmanMakeGlobalDiffuse3dPass(already created)

117. When you render, files will save to Bake_gi folder

118. Change Caching Behavior to “Reuse” for save render time (using cache data from computer)

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119. When you render it again, will using render time just 30 second

120. But if you turn camera from different angle, will get black spot (missing data), cause of system does not know from the new angle data

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RenderMan with point cloud occlusion 121. Open scene, decrease Max Dist to 1000

122. Turn on Ray Tracing on Render Setting and render it, will very slow render

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123. Turn off Ray Tracing on Render Setting

124. Create Bake for ENV light 125. On Bake field, right click, select “Create Render Radiosity”

126. Render it, faster, nice and clean than previous technique

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127. We do not want glass on his face transparency 128. Select all objects 129. Deselect just only ENV sphere and glass on face

130. Go to menu Create> Sets> Set

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131. You will get Set1

132. Rename to “a_occ_set”

133. Select on ENV sphere and click on Bake link button

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134. Right click on Object Set filed and select a_occ_set

135. Render to see what happened 136. We will separate body out of the set 137. Select satellite disc and floor 138. Go to menu Create> Sets> Set option

139. Rename to ab_occ_set

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140. On Object Set, right click, select ab_ooc_set

141. Render it, will see just only satellite disc have occlusion, human have just only normal shade

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RenderMan with Color Bleeding 142. First, create ENV light

143. Turn on Ray Tracing in Render Setting

144. Right click on Bake and select Create RenderRadiosity

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145. Render it again

146. We need color bleeding on Satellite Disc’s legs (orange color) 147. Select leg 148. Change color to orange

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149. Quick render it (no color bleeding yet)

150. Select on ENV light 151. Change Shadowing from Occlusion to Colorbleeding

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152. We need more bleeding 153. Select leg and increase Ambient Color to Maximum

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154. But, we need normal shader at satellite’ legs (not likes lava on legs) 155. Select ENV light 156. On Bake, click go to button

157. On Caching Behavior choose “Reuse”, because we rendered it and want to reuse again

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158. Render, it will faster, no color change on legs

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RenderMan with Occlusion and Color bleeding 159. Open scene, render it

160. Select all objects on disc and floor

161. Go to menuset of Rendering 162. Go to menu Lighting/Shading> Bake(RenderMan) option

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163. Set Objects to Selected, then click Bake and Close button

164. Press 6, show texture

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165. Select ENV light 166. Click go to button on Bake

167. Disable on Caching Behavior

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RenderMan with Render Passes 168. Open render settings, see in Passes Tab

169. Create a Custom Output pass as picture

170. Right click and select DiffuseColor, Normal(N), OcclusionIndirect, Normal Geometry(Ng)

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171. Change Image Format to OpenEXR

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172. Click on batch icon

173. You can use compositing program to composite EXR file(include all passes)

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RenderMan with Render’s Statistics 174. Open Render Settings, Advanced Tab 175. Turn on Output Statistics

176. Click folder on Statistics XML File

177. Rename file “render_stats” with “render_stats.xml”

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178. Click Batch icon

179. Open the data folder

180. Open file with Internet Explorer

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181. We will get file information likes picture below

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RenderMan with Create own shading language 182. Open file

183. Open Notepad and Create folder in c: drive names “shaders” 184. Save file as “myFirstShader.sl”

185. Type code as picture for the first step

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186. Create Opacity = Opacity Shader

187. Color = Color Shader * Opacity

188. Save file 189. Go to command prompt

190. Go to shaders directory

191. Copy of path directory of shader directory

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192. Open system properties 193. On Advanced Tab, click on Environment Variables

194. Double click on path variable 195. Paste copied path following in the filed (start with ;)

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196. Put ; at the end

197. Better way to using command 198. Create shortcut of Command Prompt in Shaders folder

199. Right click on shortcut, select properties

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200. Delete text in “Start in” filed

201. Now, when you double click on Command Prompt shortcut, it will popup command prompt window automatically

202. Typing shader myFirstShader.sl, system will compiled file

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203. After compiled, you will get .slo file

204. Create RenderMan Maya Shader Node

205. Add this shader to object

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206. Double click on shader 207. Click folder button on Shader filed

208. Open .slo file

209. Go to menu Attributes> RenderMan > Manage Attributes…

210. Add Color and Opacity Attributes then close

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211. Try to change color then render

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RenderMan with Create own shading language (Continuous) 212. Rename myFirstShader.sl to myNoiseShader.sl 213. Edit file as picture

214. Open UV Texture Editor

215. Edit text file as picture then save

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216. Compile myNoiseShader.sl

217. Load myNoiseShader.slo

218. Render it

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219. Edit file as picture, then save it

220. Compile, reload 221. Render it again 222. Change color to white

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223. Render it

224. Edit text file as picture, save it

225. Compile and Reload 226. You will get myFq parameters

227. Now, you can change parameter as you need 228. Edit text file as picture

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229. Now, you will get new blender slider

RenderMan with Create own shading language (Continuous)

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230. Create directional light

231. Move the light in the front of object

232. Turn on face normals

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233. Save new file as myNoiseDiffuseShader.sl

234. Edit file as picture

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235. Save file and Compile

236. Load file

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237. Render it

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RenderMan with Create own shading language (Continuous) 238. Save file as myFirstDisp.sl

239. Type code as picture

240. Save it 241. Compile it

242. Go to shading group 243. Load Displacement mat.

244. Select RenderMan Displacement Materials for this

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245. Load myFirstDisp.slo to Shader field

246. When you render it, will get something look bad

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247. Add Displacement Attrs

248. Change Displacement Bound to 2.000

249. Go back to text file 250. Add some code

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251. Save and compile 252. Render it again

253. Go back to text file 254. Add some code

255. Save and compile 256. Click reload button

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257. Change Km=0.010

258. Render it

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RenderMan with Create own custom light shader 259. Create point light

260. Move it likes picture

261. Create NURBS Plane

262. Scale it

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263. Render it

264. Open Note Pad and save it as myFirstLight.sl

265. Write code as picture

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266. Save and Compile

267. Add custom light shader

268. Click create icon

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269. Load myFirstLight.slo to shader

270. Change color to orange

271. Render it

272. If we want to add occlusion 273. Go back to Note Pad 274. Add more code

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275. Save and Compile 276. Move light near head

277. Activate Raytracing

278. Render it

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