Assignment 06 - Ptex, Mari, RenderMan (Updated)

Pajou Bearded Man

For this assignment the goal is to switch to a production renderer (RenderMan RIS – preferably version 22), use Ptex as an alternative form of texture mapping, try Mari for texture painting, and practice a bit of lighting (which heavily impacts rendering and shading). Ptex was developed at Disney in an effort to surface complex models without the need for manual texture layout. Mari was originally developed at Weta Digital with the goal of painting large-scale, high-resolution texture maps for feature-VFX assets. RenderMan as a name dates back decades to Pixar’s early developments for rendering using the REYES algorithm, and the technology has been used for a myriad of films in the time since. The most recent RenderMan was drastically re-architected (RIS) in recent years, however, to use path-tracing with the flexible choice for integrators and BxDFs, and it is one of the premier path-tracing production renderers in use currently in feature animation and VFX. (The trend for path-tracing has grown in recent years, and we’ll explore this more as well as discuss other rendering solutions.)

Read over the Eurographics paper that introduced Ptex in 2008. Bolt was the first film completely textured with a Ptex workflow at Walt Disney Animation where Ptex was developed.

RenderMan 21 Note: Choose RenderMan->Advanced RenderMan Controls (from the main RenderMan menu added to the Maya menu bar when the RenderMan for Maya plug-in is loaded); Under the window that appears, choose View->Geometric Settings. Add these two attributes: “Bake Context” and “Ptex Face Offset”. Make sure to attach to your model by selecting and choosing the attach button. Under Hypershade, connect a “PxrPtexture” output (such as combined RGB) to the input (such as diffuse color) on your PxrSurface node that you wish your painted channel to control.

RenderMan 22 Note: Add a PxrPtexture node and a PxrSurface node under Hypershade in Maya. Make sure you have a Pixar light in your scene (can change the viewport in your working panel to use RenderMan in 22). Connect the output (such as combined RGB) from the PxrPtexture node (where you point the file option to your .ptx file with any-extension chosen). Choose your mesh; under the attribute editor, look for the RenderMan options under the shape node tab for your mesh. Look for the Ptex section and enable `emit face IDs.’

Objectives:

In either choice include screenshots of work in progress, still images and videos of final renders, and a short pdf description of what you did in your project. Come Thursday ready to present and critique.