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PRMAN Notes

Saturday, February 15, 2014. One way to study the info on the rendering would be the use of Output Statistic. To enable this feature, go to Render Settings. To turn it ON. Insert a path into Statistics XML File field:. After each render, you should get mystatistics.xml file. Drag and drop it into Firefox browser. Another info to look up for is the Bounds. In the xml file, This is where you will find if your displacement bound has been set too low or too high. Create a float MayaImageFile node, load tex f...

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PRMAN Notes | sweekim.blogspot.com Reviews
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Saturday, February 15, 2014. One way to study the info on the rendering would be the use of Output Statistic. To enable this feature, go to Render Settings. To turn it ON. Insert a path into Statistics XML File field:. After each render, you should get mystatistics.xml file. Drag and drop it into Firefox browser. Another info to look up for is the Bounds. In the xml file, This is where you will find if your displacement bound has been set too low or too high. Create a float MayaImageFile node, load tex f...
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1 prman notes
2 output statistics
3 under advance tab
4 statistics
5 check output statistics
6 c /myproj/mystatistics xml
7 posted by
8 no comments
9 displacement out correctly
10 diffusehitcache
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PRMAN Notes | sweekim.blogspot.com Reviews

https://sweekim.blogspot.com

Saturday, February 15, 2014. One way to study the info on the rendering would be the use of Output Statistic. To enable this feature, go to Render Settings. To turn it ON. Insert a path into Statistics XML File field:. After each render, you should get mystatistics.xml file. Drag and drop it into Firefox browser. Another info to look up for is the Bounds. In the xml file, This is where you will find if your displacement bound has been set too low or too high. Create a float MayaImageFile node, load tex f...

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sweekim.blogspot.com sweekim.blogspot.com
1

PRMAN Notes: Displacement out correctly

http://www.sweekim.blogspot.com/2014/02/displacement-out-correctly.html

Saturday, February 15, 2014. Here's what I find a little weird between using a grayscale and RGB displacement map. If you were to create a grayscale 50% gray 16bit TIF image. Convert into tex and used it as displacement map. Even though it is 50% gray, there is still changes to the geometry. However, if you were to take the grayscale TIF image again, change it into 16bit RGB TIF, the geometry stay the same. That's something I have to live with at the moment. Subscribe to: Post Comments (Atom).

2

PRMAN Notes: July 2013

http://www.sweekim.blogspot.com/2013_07_01_archive.html

Sunday, July 28, 2013. Multi Displacement Setup in Slim. Well, not exactly multi cos I have not done any setup for more than two displacement maps. Usually two displacement maps are enough for me, for now. The setup is simply by adding map1 to map2 and reduce the final value by 0.5 again. Here's the image best explain what I did. Without Linearize ON, the textures simply look wash out. If you are using Mari to create the textures you could add an adjustment layer sRGB2Linear. Saturday, July 27, 2013.

3

PRMAN Notes: Silver Skull Raytrace Renders

http://www.sweekim.blogspot.com/2013/08/silver-skull-raytrace-renders.html

Friday, August 2, 2013. Silver Skull Raytrace Renders. Have been doing some test Raytrace render using Renderman Studio. Practice works:. Subscribe to: Post Comments (Atom). Point Base and Brickmaps in RMSGIPtcLight. Silver Skull Raytrace Renders. Http:/ www.sweekim.com/sweekim resume.html. View my complete profile. Awesome Inc. template. Powered by Blogger.

4

PRMAN Notes: Point Base and Brickmaps in RMSGIPtcLight

http://www.sweekim.blogspot.com/2013/08/point-base-and-brickmaps-in.html

Wednesday, August 7, 2013. Point Base and Brickmaps in RMSGIPtcLight. In the Renderman Studio there is an option to cache GI into Point Clouds or Brickmaps, using RMSGIPtcLight node. There are three options for Bake Type. Information about the Point Clouds and Brickmaps usage are the best of my knowledge at the moment. This first method will simply generate a point cloud file ( rmanRenderRadiosityPass.0001.ptc. This second method will first output a rmanRenderRadiosityPass.ptc. Command will run and proce...

5

PRMAN Notes: DiffuseHitCache

http://www.sweekim.blogspot.com/2013/08/diffusehitcache.html

Wednesday, August 21, 2013. DiffuseHitCache is a PRMan attribute that have the renderman to do a lookup to a pointcloud or brickmap file for the indirect illumination at the ray hit point. In normal scenario, if you have a blue floor and a grey ball sitting on it, you should see the blue color bleeding onto the base of the sphere. The result I am hoping to achieve is have blue floor reflect other colors than blue. And set the Bake Type to Create RenderRadiosity. Point Cloud file of the scene. Set this to...

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Adventures in Lighting: Motion Vectors in RenderMan for Maya

http://davidduvoisin.blogspot.com/2015/04/motion-vectors-in-renderman-for-maya.html

A blog to chronicle my adventures in lighting and share some tips on stuff I've figured out. Tuesday, April 28, 2015. Motion Vectors in RenderMan for Maya. The first thing you need is a custom shader to convert the world-space vector to a raster-space one. I found this SL code at this forum post. Which references this forum post. Is a link to the uncompiled SL file and here. Anyway, you can load this shader into Renderman for Maya by making a new RenderManShader node in your Hypershade or Node Editor.

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Adventures in Lighting: April 2015

http://davidduvoisin.blogspot.com/2015_04_01_archive.html

A blog to chronicle my adventures in lighting and share some tips on stuff I've figured out. Tuesday, April 28, 2015. Motion Vectors in RenderMan for Maya. The first thing you need is a custom shader to convert the world-space vector to a raster-space one. I found this SL code at this forum post. Which references this forum post. Is a link to the uncompiled SL file and here. Anyway, you can load this shader into Renderman for Maya by making a new RenderManShader node in your Hypershade or Node Editor.

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PRMAN Notes

Saturday, February 15, 2014. One way to study the info on the rendering would be the use of Output Statistic. To enable this feature, go to Render Settings. To turn it ON. Insert a path into Statistics XML File field:. After each render, you should get mystatistics.xml file. Drag and drop it into Firefox browser. Another info to look up for is the Bounds. In the xml file, This is where you will find if your displacement bound has been set too low or too high. Create a float MayaImageFile node, load tex f...

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