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)Jonathan Litt (presenting)
•Technical Director, ILM
• Dan GoldmanDan Goldman•CG Supervisor, ILM
Subject: how can I pre-light my scene using MTOR?Subject: how can I pre-light my scene using MTOR?
Date: 15 Aug 2001 09:05:13 -0700Date: 15 Aug 2001 09:05:13 -0700
From: [email protected] (harley)From: [email protected] (harley)
Newsgroups: comp.graphics.rendering.rendermanNewsgroups: comp.graphics.rendering.renderman
Hello, i am using maya with renderman. I Hello, i am using maya with renderman. I have a big scene with about 200 light. have a big scene with about 200 light. Nothing move in the scene. To speed up the Nothing move in the scene. To speed up the rendering, i want to convert all the light rendering, i want to convert all the light effects on the object to textures. I think effects on the object to textures. I think that mean "pre-light" . How can i do that.that mean "pre-light" . How can i do that.
Thank you very much for your help!Thank you very much for your help!
Shading Network ExampleShading Network Example
Texture
Noise
ColorAdjust
Bump
Lighting
Synthesis Color
Shading Network with BakingShading Network with Baking
Texture
Noise
ColorAdjust
Bump
Lighting
SynthesisBaked
TextureStub
bake
Color
The Phantom MeshThe Phantom Mesh
•RenderRender flattened flattened geometrygeometry•ShadeShade original original (phantom) (phantom) geometrygeometry
QuickTime™ and a decompressor
are needed to see this picture.
QuickTime™ and a decompressor
are needed to see this picture.
Case Study: A BagelCase Study: A Bagel
QuickTime™ and a decompressor
are needed to see this picture.
QuickTime™ and a decompressor
are needed to see this picture.
Original Render Baked Texture
How does it work?Part #1: RIB ModificationsHow does it work?Part #1: RIB Modifications• Regular rib:Regular rib:
PatchMesh “P” [<points> …]
• Replace vertices (Replace vertices (PP) with ) with s/t s/t coordinates:coordinates:(x,y,z) --> (s,t,0)
• Attach original Attach original PP as as PrefPref (reference (reference geometry)geometry)
• Baked rib:Baked rib:CoordSysTransform “NDC”
PatchMesh “P” [ (s,t,0) …] “Pref” [ <points> ]
• Render with orthographic cameraRender with orthographic camera
How does it work?Part #2: Shader Modifications
How does it work?Part #2: Shader Modifications• Do Do allall shading on reference geometry shading on reference geometry• Replace Replace PP with with PrefPref at beginning of shader: 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:Restore P at end of shader:P = oldP;
• Beware of view-dependent shadingBeware of view-dependent shading
A Non-Leaning TowerA Non-Leaning Tower
•121 lights121 lights•Single patchSingle patch•Render time: 3.5 Render time: 3.5 minutes (resolution minutes (resolution 600x750)600x750)
Rendered with Baked TextureRendered with Baked Texture
•Render time: 10 Render time: 10 secondsseconds•No more lights in No more lights in scenescene
Baking & AntialiasingBaking & Antialiasing
• Got aliasing? Can use baking to Got aliasing? Can use baking to oversampleoversample
• Only have to oversample once, then Only have to oversample once, then let texture filtering take care of the let texture filtering take care of the restrest
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