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Renderman fur tutorial5/7/2023 ![]() We then open a Maya scene, with our Vespa scooter model, and start from scratch to walk through how we use these HDR's in RMS4 within a physically-plausible framework. We start off looking at some professionally captured unclipped HDR's shot by my colleague, and examine 8 pre-rendered images I made from an animated tv-production that used these lightmaps in a physically-plausible shading system in RMS4. In class2 we start on Image Based Lighting in RMS. We explore the advantages over the "traditional" shading and lighting we're used to from older methodologies. We want to make sure we understand the science and definitions behind these new shaders and lights, before using them. Then we dive into the scientific concepts and explanations of Physically Plausible Shading. ![]() New Features & Physically Plausible Shading Concepts - We spend the first part of Class1 introducing some of the new features in RenderMan Studio, what really sets it apart from previous versions pre-physically based paradigm. ![]() Depending on class time, other topics covered could be: transient photon maps, volume rendering, and dynamic binding. Once we're comfortable with the concepts and explanations, we move into the practical use of the new shaders and lights inside RenderMan Studio, and dive into examples of each light and shader, their important settings, and some tips and tricks on how to get the most out of this raytraced physically based rendering system. New to RenderMan Studio are physically based area lights and shadowing methods, importance-sampled environment lights supporting fully raw captured HDR's, and a whole suite of physically based shaders that support these lights, including the general-purpose shader, glass, and matte.īefore we explore all the shiny new buttons in RenderMan Studio, we start the course off with some scientific concepts and explanations of what exactly is involved in a physically plausible paradigm, and how it differs from previous shaders and lights in RenderMan. ![]() With Physically Plausible Shading, we have a system of new lights and shaders that work very tightly together using raytracing and physical properties of materials. If you're familiar with previous "traditional" rendering in older versions of RenderMan Studio, this course will get you up to speed with the contemporary physically plausible system, and if you're new to RenderMan Studio its a great place to start with the latest techniques used in rendering. So much has changed since the recent addition of the physically plausible shading paradigm in Pixar's RenderMan, this course presents the concepts, explanations, and practical workflows of this new shading and lighting system in RenderMan Studio. ![]()
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