RenderMan
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Latest comments
by Lincoln Hughes
1 hours ago

Hmmm, i'm assuming that you're talking about the base of the plant moving as much as the top? If so, not really unless you wanted to make your own custom shader to control only the top vertices in the mesh. Right now, inside of the foliage shader, it's a super basic grass wind node that comes with the base version of Unreal... Let me know if you find a solution for this :)

by Tudor Whiteley
4 hours ago

Hi Lincoln, Thanks for this. I found it incredibly informative. Could I ask you a question about your wind + plant movement? Is there any way to stop it looking like the plants are rooted in moving water. I find it horribly distracting and pulls me out of my suspension of disbelief. Cheers, Tudor

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13 hours ago

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RenderMan
Tools
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The latest release of RenderMan, version 19, raises the bar once again with a number of game-changing innovations, including a radical new rendering paradigm: RIS, a highly-optimized mode for rendering global illumination, specifically for ray tracing scenes with heavy geometry, hair, volumes, and irradiance with world-class efficiency in a single pass. This leap in technology offers best-of-class in rendering for both VFX and feature film animation. Along with key enhancements to the highly efficient REYES mode, today RenderMan is the most flexible, powerful, and reliable tool for rendering cinematic imagery.
  • RenderMan-80.lv
  • RenderMan-80.lv
  • RenderMan-80.lv
  • RenderMan-80.lv

Pixar’s Core Rendering Technology
For over twenty-five years RenderMan has been at the forefront of the visual effects revolution, and today RenderMan is a high performance renderer built to tackle the most complicated 3D imaginable. With the new state-of-the-art ray tracing RIS framework optimized for physically-based rendering combined with the efficiencies of the REYES architecture, RenderMan can deliver unmatched flexibility for any production pipeline.

Fast and Dependable
Pixar develops RenderMan for production, so every version is faster and more reliable than the previous one. Because Pixar uses RenderMan exclusively, the software has already been pushed to the extreme, so it’s ready to render anything you can throw at it.

RenderMan-80.lv

@ Pixar, 2015

Multi-Threaded
RenderMan is fully multi-threaded and is happy to take advantage of machines with multiple cores. In the new RIS mode, RenderMan has extraordinary scalability on machines with many cores. Interactive rendering can benefit greatly because of this efficiency.

Camera Effects
RenderMan’s motion blur and depth-of-field can mimic the behavior of real-world cameras, so RenderMan’s synthetic images can realistically simulate their conventionally filmed counterparts. RenderMan supports exotic camera effects like Bokeh and Shutter Speed.

Physically based Shading
Physically based Shading allows RenderMan to deliver highly realistic lighting with minimal setup, including full support for multi-bounce ray traced global illumination and ray traced subsurface scattering. Much research and development has gone into making these traditionally expensive effects a production reality. Pixar’s latest feature film, Monsters University, showcases this physically based system.

RenderMan-80.lv

@ Pixar, 2015

Fur and Hair

Fur and hair is essential for characters in animation and VFX, and RenderMan is capable of handling fur efficiently with a dedicated primitive, the riCurve. RenderMan can ray trace hair directly for single pass global illumination using the RIS framework, or hair can be rendered with REYES and use deep shadows and other cost effective techniques. The choice is yours.

Displacements
Displacements have always been a strength of RenderMan and remain so today. With support for 32bit maps, ptex, and vector displacements, RenderMan can create highly complex displacements for any purpose.

Deep Textures
Deep Textures have helped revolutionize compositing. In a deep texture each pixel contains all the samples in Z-space (making it “deep”), allowing edges to be filtered correctly with any composited elements, including traditionally problematic effects like depth of field. RenderMan is capable of generating deep textures, which can be used with a compatible compositor such as The Foundry’s Nuke.

RenderMan-80.lv

@ Pixar, 2015

Secondary Passes
RenderMan provides elegant methods for breaking visual effects down into secondary passes for compositing. With support for both AOVs and Light Path Expressions, RenderMan offers a multitude of ways of writing any element of a render (SSS, Diffuse, Shadows, Z-Depth, Object IDs, etc.) into many popular formats including OpenExr 2 and Deep Textures. Per-light AOVs are supported natively in RenderMan for Maya.

RenderMan Can Stand Alone
Call RenderMan as a simple executable and render any 3D data in RenderMan’s native RIB file format. These RIB files are the backbone of any RenderMan pipeline and are highly customizable, allowing many types of data to be converted to RIB and rendered with RenderMan. For example, NASA uses RenderMan for scientific visualization of extremely large datasets.

RenderMan-80.lv

@ Pixar, 2015

Job Distribution
For serious animation and VFX, dispatching renders to a dedicated renderfarm is essential, and that system has to be robust and dependable. Pixar has developed Tractor specifically for this purpose as a modern system for remote job execution. Fast, efficient, and featuring a web dashboard, out-of-box RenderMan comes with Tractor, a great force multiplier for rendering.

The REYES Architecture
With the advent of the RIS framework, RenderMan is capable of amazing ray tracing feats, but note that the original REYES architecture is still available, right in the same software, for those times when the efficiencies of the REYES are a clear win. These different approaches to rendering CGI provide a large toolbox, providing the right tool for the job.

Articles
Questions
Still have questions?
Check out Valentin Erbuke from Gnomon, talking about some of his amazing character projects.

11 May, 2018

1530 views
Chaos Group has recently revealed V-Ray 3.7.01 for Nuke which brings progressive rendering and other cool features.

25 April, 2018

617 views
Marius Wittig and his colleagues discussed the sculpting, texturing and rendering process, which helped them to build a detailed CGI creature.

10 April, 2018

1417 views
2 comments
The amazing CeTA Film Studio, behind an Oscar-nominated film "Loving Vincent", talked about their process, techniques and ways to bring a genius artist into the film.

2 March, 2018

1516 views
Djordje Ilic did a little talk about the way he created a fantastic virtual copy of the Porshe Legend 964.

29 December, 2017

1866 views
Felipe Pesántez talked about the modern 3d production tools, including his work with Mandelbulb, Megascans, and Houdini.

18 October, 2017

2430 views
Alexandre Collonge gave a detailed talk on how he created and rendered his 3D Hellboy.

6 October, 2017

2705 views
Caroline Ng did a detailed breakdown of her fancy interior environments. She gave some tips about blockout, lighting, and rendering.

21 August, 2017

2243 views
3d artist Voon Jiat Lim shared some techniques and tools that help him create amazing 3d visual effects.

26 June, 2017

2352 views
1 comments
3d artist Patryk Urbaniak talked about the production of the scene, inspired by Dishonored & Singularity.

16 June, 2017

1492 views
Clément Feuillet shared his pipeline and described some nice techniques he uses during environment production.

14 June, 2017

4800 views
Jessi Ruselowski gave a couple of tips on modeling and texturing very unusual stylized cartoony 3d scenes.

26 May, 2017

6266 views
VFX master Francisco García-Obledo Ordóñez talked about the way he blew watermelons up, created lighting and other cool stuff in UE4.

11 May, 2017

12404 views
Rudy Lamotte gave some solid tips on approaching vegetation production for video games and shared various techniques you can use.

11 May, 2017

6880 views
7 comments
Recreation of Rembrandt's famous painting "The Anatomy Lesson of Dr. Nicolaes Tulp".

29 March, 2017

1479 views
"My face is tired."

17 March, 2017

2308 views
6 comments
Check our detailed interview with the guys from GridMarkets, who help to render some of the best 3d and VFX content on the web.

8 February, 2017

991 views
The basics of a semi procedural workflow from Michael Cauchi.

8 February, 2017

1750 views
Together with Max Emski we've discussed his production process and some of his thoughts on the modeling of complex mechanisms in Maya.

28 November, 2016

5134 views
2 comments
Digital artist Thomas Dotheij talked about the way you can benefit from procedural content and how you can use these assets in games.

6 October, 2016

3565 views
Jesus Selvera pushes the boundaries of arch-viz with his Apoco77 House.

29 August, 2016

2963 views
2 comments
3d artist Alexander Weide talked about the way Houdini can save you time and money during your production.

11 July, 2016

2397 views
3d artist Sterling Osment talked about some of the useful tools and how they can assist you in your production.

17 June, 2016

2217 views
Pixar has shared a couple of seconds of its upcoming short animated film Piper. It’s a glorious and heart-warming project.

14 June, 2016

1561 views
1 comments

23 April, 2016

1376 views
A collaboration between Khan Academy and Pixar Animation Studious found a way to let people of all ages around the globe to come one step closer to the magic of animation.

11 February, 2016

1184 views
9 comments
Using modern middleware solutions a group of students created an incredible tale with the production quality of the AAA-blockbuster. This is the story of their project.

8 September, 2015

1232 views
1 comments
At SIGGRAPH we met with Chris Ford, the Business Director of Pixar Animation Studios. He talked with us about the ins and outs of RenderMan (Pixar's technology for rendering animation and visual effects), his favorite Pixar film, and some tips on getting hired at Pixar.

25 August, 2015

1329 views
1 comments