Assign a new channel for the current matteID in the floatAttribute script.Set the MatteID(number) to 0, 1, and so on.(which can be found on the RenderMan website). Copy the script provided in the OpScript script section.Drag the object(s) from the scene graph into the OpScript CEL.Create an OpScript for each object you want to isolate (in this case, objects were used for Baz).The setup for using PxrMatteID is straightforward and easy to follow. AOVs allow for targeted color correction or grading of specific parts of an asset without tweaking values in lookdev and re-rendering the entire scene. In the world of VFX, the phrase "Do it in Comp" is often heard, and here is where AOVs, or arbitrary output variables, prove to be incredibly valuable in the compositing stage. To ensure the accurate layering of each map in RenderMan, the PxrDisplacementTransform values for each map should be set as shown below.Īs you can see, I'm also using Primvars in the displacement network to isolate its effect on certain parts of the assets. This mid-value is consistent across Zbrush, MARI, and Substance 3D Painter. I am using a 0.5 mid-grey value for displacement. The setups will later be connected to a few PRMan nodes (see Layering displacement and Skin below) to utilize the potential of color correcting or grading certain parts on the asset. Below are a few images showcasing my PxrPrimvar workflow to tweak specific materials on isolated objects and displacement. The online documentation provided by Pixar's RenderMan offers comprehensive insights into the workflow. PxrPrimvar gives you access to built in primitive variables in RenderMan and is very powerful for isolating specific parts of the model during shading, among other things, so it is used widely in production for lookdev purposes. The workflow heavily relied on RenderMan's Layered shader approach (PxrLayer and PxrLayerMixer) as well as PxrSurface using NMC (Network Material Create).ĭeveloping a template improves predictability when getting creative I approached this by using PRMan nodes to explore and learn different lookdev techniques. The primary objective of this project was to develop a specialized Katana template designed explicitly for RenderMan.
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