Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
so lets see if i undertood it properly.
renderman is a ubercool + expensive "procedural shader creator" + "renderer with radiosity (and all sorts of features)" and its so cool that you can achieve almost anyting procedurally without ever resorting to textures but to make letters...
And the pipeline would go as follows:
1 model and animate in maya (or whatever you use)
2 export it to rib
3 shade/texture it on renderman
4 render on renderman
:quote:with renderman SL you can use the point position that you are shading at that time. You can then do calculations based on that.:quote:
you mean xyz coordinates for textures? or what?
signature?
theres a sort of renderman for dummys web tutorial i can go to see what renderman texturing is about?
emm yeah the link that appears after all of my posts. And yeah you have the pipeline more or less correct. The rib exporter is called MTOR (maya to renderman). Renderman is used by almost EVERY effects house in the world and almost every movie/film/commercial etc the maya default renderer just isnt industry quality. It takes a lot of time and patience to learn SL because it's all coding (very similar to c programming)
I've had some classes in it but I still havent got to grips with it. But if I get the job I went for on friday then I'm sure I will be doing more and more of it.
just seen a pdf on Pixar renderman Artist tools3.2, it claims that puts a hi level layer to renderman and takes away the work of hard coding the shaders, feeding us a thing like the hypershader... does it what the pdf says?/anyone has used it?
theres something similar freeware/shareware out there?
no mental ray doesnt use ribs. There is a program called shaderman which is a freeware program that makes the interface look like the hypershade (i havent used it though). The thing is that you may find that a bit limiting in the long run. the power of renderman comes from the fact that it's only limited by what you can code. You can create your own types of light sources, shaders, displacements etc etc literally ANYTHING! there's so much you can do with it. that's why it's so expensive!
lol maybe yeah... but you get used to it. It's just a mind numbing coupla days.... it's definatley worth it though. And learning about polygon UV transfer was also a life/time saver for me.
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