Field3D ImplicitField DSO for prman
- 08/30/2012 – Field3D ImplicitField DSO for prman – motionblur – Part 3
- 08/15/2012 – Rendering Volumes from Houdini in Pixar's RenderMan – Part 2
- 07/26/2012 – Rendering Volumes from Houdini in Pixar's RenderMan – Part 1
Demo Reel / Shaders
The shader aw_surface_std.sl from my github repo supports the following features.
- Multiple Importance sampling
- filterregions for reflections and all texture filtering
- supports ptex texture and environment maps
- point based glossy reflections
- vector displacement maps – can be ptex or standard displacement map
- spherical harmonic lighting
- point based colorbleeding, occlusion, reflection occlusion
- can read / write pointclouds for everything
- linear workflow
- oren nayar diffuse w/ diffuse illumination, color and shadows separated out
- aov's for everything
- coshader support for holdout mattes. can be procedurally assigned in houdini
- optimized for speed
- Demo Reel Still:
This is a small update on my progress with the environment. You can read the rest or leave a comment HERE if you like. Thanks!
- Dec 13th, 2010:
I've been working on the environment as well as painting some more dirt maps for my geometry. Along side that I've written a snow shader. Fun stuff!
- November 15th, 2010:
This is a small update. It's been a very long time coming, and this is just a little piece of what I've completed.
- June 2nd, 2010: Shader Interrogation with sloargs for VIM here.
- February 1st, 2010: Demo Reel Progress update. Read about it.
Pixar Releases RenderMan Pro Server 15!
There's some great new features and refinements this release. Most notably is unlimited threads per license, which is very welcome with todays multi-core hardware. True Volume rendering, and rendering speed improvements are also very welcome additions.
My Environment Light Asset makes use of prman's new methods for rendering pointcloud based occlusion and colorbleeding, which resembles the raytraced equivalent more then ever now. There's also a new quality knob for both shadeops, as well as an extra vector output that represents the illumination direction from an HDR image map used in environment based indirect diffuse computations. This vector can be imported into a regular light shader and used as "L" from my understanding, but I didn't get to test it much during beta. However, you can test it out in my environment light now. The render of my train below is a good example of prman 15′s new point-based occlusion. It's quite nice!
I'm building a new digital asset based on aw_prman_envlight. You can check it out on my Assets page.
PRMan Environment light asset updated 8/19/09 Now supporting Reflection Occlusion!
Here's a cool image from a model that I'm using in my upcoming demo reel with some environment occlusion rendered with the help of aw_prman_envlight. Between baking the organized pointcloud and rendering it took about 5 mins all together on my quad core opteron machine.