1 / 13

Stupid RAT Tricks, Pixar User’s Group 2001 The RenderMan ™ EasyBake ™ Oven ™

Stupid RAT Tricks, Pixar User’s Group 2001 The RenderMan ™ EasyBake ™ Oven ™. Jonathan Litt (presenting) Technical Director, ILM Dan Goldman CG Supervisor, ILM. Subject: how can I pre-light my scene using MTOR? Date: 15 Aug 2001 09:05:13 -0700 From: harley@public1.ptt.js.cn (harley)

Download Presentation

Stupid RAT Tricks, Pixar User’s Group 2001 The RenderMan ™ EasyBake ™ Oven ™

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Stupid RAT Tricks, Pixar User’s Group 2001The RenderMan™ EasyBake™ Oven™ • Jonathan Litt (presenting) • Technical Director, ILM • Dan Goldman • CG Supervisor, ILM

  2. Subject: how can I pre-light my scene using MTOR? • Date: 15 Aug 2001 09:05:13 -0700 • From: harley@public1.ptt.js.cn (harley) • Newsgroups: comp.graphics.rendering.renderman • Hello, i am using maya with renderman. I have a big scene with about 200 light. Nothing move in the scene. To speed up the rendering, i want to convert all the light effects on the object to textures. I think that mean "pre-light" . How can i do that. • Thank you very much for your help!

  3. Shading Network Example Texture Color Adjust Noise Bump Synthesis Color Lighting

  4. Shading Network with Baking Texture Color Adjust bake Noise Bump Synthesis Baked Texture Stub Lighting Color

  5. The Phantom Mesh • Render flattened geometry • Shade original (phantom) geometry

  6. Case Study: A Bagel Original Render Baked Texture

  7. How does it work?Part #1: RIB Modifications • Regular rib: PatchMesh “P” [<points> …] • Replace vertices (P) with s/t coordinates: (x,y,z) --> (s,t,0) • Attach original P as Pref (reference geometry) • Baked rib: CoordSysTransform “NDC” PatchMesh “P” [ (s,t,0) …] “Pref” [ <points> ] • Render with orthographic camera

  8. How does it work?Part #2: Shader Modifications • Do all shading on reference geometry • Replace P with Pref at beginning of shader: point oldP = P; P = transform(“object”, Pref); P = transform(“world”, “current”, P); N = calculatenormal(P); • Restore P at end of shader: P = oldP; • Beware of view-dependent shading

  9. A Non-Leaning Tower • 121 lights • Single patch • Render time: 3.5 minutes (resolution 600x750)

  10. Baked tower • Bake time: 15 minutes (1k x 1k)

  11. Rendered with Baked Texture • Render time: 10 seconds • No more lights in scene

  12. Baking & Antialiasing • Got aliasing? Can use baking to oversample • Only have to oversample once, then let texture filtering take care of the rest

  13. Next Year:Using RenderMan to Bake DeliciousShortbread Cookies with Sprinkles

More Related