![]() ![]() ![]() Ability to write skeleton data to USD, as well as read it.Complete support for authoring Maya-typed and USD-typed custom attributes on either Maya data or USD data.Embedded networks can be used for pipeline interchange with other DCCs and for procedural rendering with 3Delight NSI. Ability to write Maya shading network into USD via USDShade schema.Selectively override Maya or USD materials, generic & render attributes, visibility and variant selection with complete hierarchical inheritance.Support Maya Light Linking at shape level and Multiverse Light Linking at scene item level.Complete workflow for authoring hierarchical and attribute USD Variants, working both from Maya data or from USD data on Compounds.Selectively override transforms with full animation support, including parents and hierarchical inheritance.Ability to explore and override USD assets with a pleasing, logical and extremely fast UI.Ability to write, read and render USDZ Material Packages.Houdini packed/point instancing and duplicates. Maya duplicate as instance, instancer, particle instancer and MASH. Complete read/write support of USD point instancing.Read USD, Alembic, STL, OBJ, STEP, IGES files, whether static or animated, as a single file or as a sequence via USD clips, with ability to easily generate USD clips.Write USD assets, compositions and overrides with support for USD proxies & guides.Ability to easily author USD hierarchies for assets and compositions, straight from the Maya outliner.Unified rendering workflow: easily work with multiple rendering engines while keeping exactly the same artist workflow.Non-destructive authoring workflow for layout, lookdev, layering and composition.Modern architecture which delivers fast viewport interaction and allows for authoring, reading, drawing, manipulating, playback and rendering complex scenes with low time-to-first-pixel.With these controls RenderMan can convincingly emulate real film cameras. Depth of Field in RenderMan is dependent on three main factors: the focal length of the lens, the diameter of the aperture, and the focal distance of the camera. RenderMan provides us with several options to control how our virtual camera behaves, which is important for creating believable 3D imagery. With Pixar's RenderMan, we can decide, depending on requirements, whether we want finite or infinite depth of field, an instantaneous shutter speed or a long one to create motion blur. This effect is known as the depth of field, and Pixar's RenderMan offers many controls for creating this effect. In the real world, when a camera focuses on a close object, the background can go blurry. Thankfully RenderMan is extremely efficient at rendering motion blur and has a number of options to help tune the final look. However, without motion blur the effect would look unnatural, as moving objects would strobe across the screen, causing temporal aliasing. Pixar's RenderMan can mimic the behavior of real cameras, with extraordinarily fast 3D motion blur.īy default, RenderMan renders scenes with an instantaneous shutter speed, an exposure which is impossible in the real world. Audiences are quite familiar with the look of motion blur and creating this effect in 3D fast and efficiently is critical for convincing visual effects. Conversely, a long exposure results in more motion blur. The faster the exposure, the less things will blur. In live action film, motion blur is the result of objects moving during the exposure of the film. RenderMan is fully capable of delivering high-resolution animation for VR, including the new omnidirectional stereo. ![]() RenderMan has seamless Xgen integration with Maya and supports the leading plugins, including Unreal Shave and Haircut, and Peregrine Labs' Yeti. This new library of physically based lights offers standard features like color temperature, exposure, and IES profiles … but also includes specialized Light Filters which have been developed for feature film. Use Pixar Surface to create everything from glass to the most incredibly subtle skin you can image. Pixar materials come fully loaded with all of the creative options for look development demanded by the shading artists at Pixar. Thanks to a collaborative effort between Pixar and Industrial Light & Magic, RenderMan ships with a state-of-the-art material layering system called MaterialX Lama, a component of the MaterialX standard. 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. ![]()
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