pixar renderman2.0 partii
DESCRIPTION
Pixar RenderMan2.0 partIITRANSCRIPT
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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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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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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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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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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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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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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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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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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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