Artists can turn on the statistics through the buttons in the UI. The initial integration is available, but live statistics are turned off by default.You can find a useful Doxygenated developer documentation in the Developers' Guide under RfM2 Known Limitations Live Statistics Improvements to varying instances within archives.Improvements to shader namespacing capabilities if using look file.Archive Scene now collects all texture atlases.RIB Archive export: When "Omit defaulted attributes" is enabled, RFM will omit the "maxdiffusedepth", "maxspeculardepth" and "relativepixelvariance" attributes in RIB archives, if they are set to their default value, so they may be overridden.When tokenizing textures, instead of defaulting to _MAPID_, updated the regular expressions to insert /u_v/u_v instead."="/"-" keyboard shortcuts to increase/decrease log font size Fixed a bug where only the first xgen instanced archive was output.Fixed a bug where LPEs with light groups weren't rendering via mayabatch.Nodes created via the "Create render Node" dialog now connect automatically to the requested attribute.The Pixel Variance fields have a five-digits precision instead of 3.Color and float ramp widgets are not enclosed in an extra group anymore, if they share the same label as the enclosing group.Miscellaneous and Important Bug Fixes and Changes C++ patterns are still supported, but they will only work in RIS This conversion allows the sharing of code between RIS and XPU, which provides confidence that the renders from RenderMan XPU are representative of what you will see in RenderMan RIS. OSL Patterns – We have converted the great majority of C++ patterns to OSL. Live Statistics – Watch your rendering resource usage live, thanks to a completely redesigned statistics system that prioritizes interactivity and extensibility.OpenColorIO – Robust support for the industry standard ACES color management system and other color spaces.Stylized Looks are only available if you have a Commercial license of RenderMan You can non-destructively control outlines, create sketch patterns, and develop a wide range of unique looks. Stylized Looks™ – Move beyond physically based shading and lighting into a world where you can easily create a variety of styles for your projects.It introduces a modular approach for building materials. MaterialX Lama – Use RenderMan 24's new Layered Materials developed at Industrial Light and Magic.XPU is only available if you have a Commercial license of RenderMan This first phase of XPU is focused on accelerating look development for shading artists. XPU is Pixar’s hybrid CPU + GPU rendering technology is a next-generation rendering engine, rewritten for speed and efficiency on film production assets. XPU™ – Switch to XPU for doing Look Development.In this example, creases have been applied to the three edges meeting at the nearest corner of the cube.RenderMan for Maya has been extended to support all of the features of RenderMan 24, including: Then select an edge of the control mesh and drag the middle mouse button to apply a crease value. Maya's Subdiv Proxy allows you to do this. Sometimes when working with subdivs you'll want to apply creases to portions of the control mesh, to adjust the shape of the resulting subdivision mesh. The Attribute appears at the bottom of the Attribute Editor under a RenderMan section. Select the tab for the mesh shape, and do Attributes > RenderMan > Subdiv Scheme. The Subdivision Scheme attribute can be added in the Attribute editor. The attribute will be respected whether or not Maya's Subdiv Proxy mode is enabled, but it isn't required in Subdiv Proxy mode, unless you wish to switch to Loop. The choices are Catmull-Clark, Loop, or None (for disabling without removing the attribute). When a Subdivision Scheme attribute is added to a mesh in Maya it will be rendered as the selected type of subdiv. It is also possible to render as a Loop subdivision surface by adding the Subdivision Scheme attribute and changing its value. In the viewport you'll see a preview of the subdivision surface.īy default the mesh is rendered as a Catmull-Clark subdivision surface. To create a subdiv proxy in maya, select a mesh and then do one of the following: Read on for details about the steps involved in either of these approaches. Add a RenderMan "Subdivision Scheme" attribute to the mesh.There are two ways to indicate that a mesh should be rendered as a subdiv: Any polygonal mesh can be rendered as a subdivision surface in RenderMan for Maya.
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