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RenderMan® for Maya®1.0 Unveiled

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TimRenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 8:59:32 am

It would be ideal if you can still use renderman shaders, do you think this will be possible? What would be the beniffit over MR then? Great motion blur, and fast. What else?

https://renderman.pixar.com/products/news/rfm1.0.html


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lw3dRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 10:25:06 am



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Sean FennellRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 3:39:09 pm

faster depth of field, delayed read archives which are very easy to use and create. Level of detail geometry with smooth blending between levels based on pixel size, very easy shading language.

I would assume that this package would allow you to write and use custom renderman shaders, but you never know. I would hope so.

Advantage of still using mental ray: its raytracing is still much faster than renderman. And you dont have to spend extra money on it if your a smaller boutique or a hobbyist.


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Chris SmithRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 6:01:39 pm

Sean,

Does Renderman offer unique particle rendering that Maya SF/HW or MR not provide? Reading about it a while back, it seemed that Renderman offered a lot more options like the look of the twisters in Twister.

Chris Smith
http://www.sugarfilmproduction.com


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Sean FennellRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 6:34:06 pm

Its easier and more memory efficient to instance geometry onto particles using renderman. You can use displacement maps on their blobby and cloud particle types. Plus they support all maya particle types in the render (no software/hardware rendering splitting junk). Even that is something mentalray doesn't do. Also, their point particles can be worldspace size or screenspace size, so you can very easily make it look like particles are closer or farther from the camera (they'll have the proper size for their depth). I think the commenting about twister was they were able to render quasi-volumic particles on the main tube shaft using renderman. And the fact that they could render all the particle types in renderman instead of some in dynamation and some in another package.


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Chris SmithRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 6:57:13 pm

Good to know. I take it sprites are software rendered as well. I would think with the benefits you mentioned, that opens up a huge amount of new possibilities for looks. Do the Renderman particles incorporate into the Depth of Field renders? So you can have world space point particles with the appearence of depth and DOF?


Chris Smith
http://www.sugarfilmproduction.com


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Sean FennellRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 11, 2004 at 8:35:48 pm

Absolutely. Everthing that renders in renderman is ultimately geometry. The RI spec holds the details on the numerous primitives supported in the renderer (point, curve, bi-cubic patch, subdiv, the list goes on). All geometry renderman supports is supported by all other elements of the renderer including anti-aliasing sampling, depth of field, motion blur, displacement, shading calls, illumination, etc.

Oh, also forgot to mention that their subdivision surfaces are unrivaled. Their engineers invented and hold the patents on the technology.


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TimRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 12, 2004 at 11:47:43 am

how does thier subDs work? Does it convert when it recieves the RIB file?


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Sean FennellRe: RenderMan® for Maya®1.0 Unveiled
by on Aug 12, 2004 at 3:39:54 pm

its defined as subdivision mesh primitive in the rib file. The most complex geometry lives as primitives in prman, so that they can easily and efficiently be diced into micropolygons at rendertime. Micropolygon is smaller than the size of a pixel and removes the need to define tesselation, which also allows for their super fine displacement at the high speeds and low memory footprint, and prevents cracks in most places.


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