RenderMan for Maya Notes
There's not a whole lot of RenderMan for Maya tutorials out there, so I'm collecting all the little nuggets I've gotten from various blogs on this post:
Turn off the default Final pass that contains all the objects in the scene (useful when rendering out multiple passes)
setAttr "rmanFinalGlobals.rman__torattr___computeBehavior" 0;
To generate a shadow passUse the 'Occlusion Direct' ancillary output
To generate a multi-pass OpenEXRIn the pass, under Output, right-click and select Create Output->Custom. This pops open a list from which you can select multiple outputs
For 16-bit vs 32-bit, under Extra Output Settings for the pass, select and add 'OpenEXR Pixel Type'. 'Half' is 16-bit and 'Float' is 32-bit.
To create a Matte
Select a Material, open the Attribute Editor and add the custom RenderMan for Maya attribute "Matte Object". This attribute works the same way as the "Black Hole" setting in Maya Software/Mental Ray.
Jordan Reece Halsey's blog has a good tutorial that walks through aGlobal Illumination example using point-based techniques.
Confused about shading rate and the render quality in general? Check out:
http://www.renderman.org/RMR/st/PRMan_Filtering/Filtering_In_PRMan.html
Cheat Sheet from above site:
"
I don't go below 0.5 for my own shading rate, and usually stay at 1, and use the relationships defined above to compute the appropriate parameters for my renders.
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Also, when enabling Motion Blur, values of Motion Factor greater than 1 automatically drop the shading rate of motion blurred objects, which may or may not be desirable. I use this feature to speed up my Ambient Occlusion pass because AO is more noticeable when the object is not moving.
Turn off the default Final pass that contains all the objects in the scene (useful when rendering out multiple passes)
setAttr "rmanFinalGlobals.rman__torattr___computeBehavior" 0;
To generate a shadow passUse the 'Occlusion Direct' ancillary output
To generate a multi-pass OpenEXRIn the pass, under Output, right-click and select Create Output->Custom. This pops open a list from which you can select multiple outputs
For 16-bit vs 32-bit, under Extra Output Settings for the pass, select and add 'OpenEXR Pixel Type'. 'Half' is 16-bit and 'Float' is 32-bit.
To create a Matte
Select a Material, open the Attribute Editor and add the custom RenderMan for Maya attribute "Matte Object". This attribute works the same way as the "Black Hole" setting in Maya Software/Mental Ray.
Jordan Reece Halsey's blog has a good tutorial that walks through aGlobal Illumination example using point-based techniques.
Confused about shading rate and the render quality in general? Check out:
http://www.renderman.org/RMR/st/PRMan_Filtering/Filtering_In_PRMan.html
Cheat Sheet from above site:
"
- ShadingRate - should be 0.25 or smaller for final images. Smaller shading rates may be needed for large displacements. Larger shading rates may be needed if the render is too slow, but image quality will suffer.
- PixelSamples - should be at least 8 in each direction for a shading rate of 0.25 and should never be less than 2 / sqrt(ShadingRate). Even numbers of samples are more efficient for many kernels. Larger numbers of samples may be needed for motion blur.
- ShadingInterpolation - should be "smooth".
- PixelFilter - start with the mitchell 4.0 filter. To soften and/or reduce aliasing, increase the width up to 5.0 (fractions are ok!). For a sharper filter, use a custom Mitchell with controllable sharpness (using a RIF plugin for example); or, use one of the recommended standard filters: separable-catmull-rom 4.0, lanczos 4.0 to 6.0.
I don't go below 0.5 for my own shading rate, and usually stay at 1, and use the relationships defined above to compute the appropriate parameters for my renders.
--------
Also, when enabling Motion Blur, values of Motion Factor greater than 1 automatically drop the shading rate of motion blurred objects, which may or may not be desirable. I use this feature to speed up my Ambient Occlusion pass because AO is more noticeable when the object is not moving.
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