Saturday, August 24, 2019

rfH - Ripspreader Title

sub-surface test on the Ripspreader Title text.
Would be nice to have it dripping...




...& an initial skin tear test :)

RFH (renderman for houdini) step 2 mixing uv coodinates

I got stuck on this for a little while...

it seems now despite posts in prman 22.0
rmfH is automatically dealing with conversion from uv attributes to s,t,st attributes

iwas playing aound with converting/promoting uvs to primvars and using pxrPrimvar in the shading context - but it seems this isn't necessary.

In rmfH 22.6 i am blending ehre between 2 uv sets (maya terminolgy ?)
and using a simple ramp to mask between them.

To avoid confusion - i tested each map and the ramp in SOPS first and updated the render in mantra's ipr until i was sure it was working correctly.

To get the new uvs into the rsl shader, i put 'uv2' into the PRIM_S/ST parms to override the default uv parms. I did not have to convert from 'uv2' to 'st' in SOP context. Thank you developers.




Sunday, August 18, 2019

RenderMan for Houdini



here's some initial test with Renderman - i havn't really used it much before so lots to learn. The first step was getting Houdini's Cd parm through to shaders using PxrAt or PxrPrimAt.





Saturday, March 10, 2018

hungry...for samples



This render was about 4 hours with some restriction as to what was reflected by what...very important.


SSS and 2 levels of diffuse bouncing makes for a very slow render...6 hours to get to 5% completion !


Monday, September 11, 2017

some RFM (Renderman for Maya) exploration


This solar car was re-modeled from Nurbs with some conversion done by Rhino, but most from Maya, with some of the car body poly-modelled from scratch. Rendered in Renderman for Maya.

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