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Post by desigringo on Aug 18, 2013 19:43:01 GMT -5
Dear Sir/Madam, I am evaluating miarmy at the moment and so far it has been a grate experience but i have run out into few problems.. with rendering pipeline and was hoping if you could point me in the right direction I am creating a big environment with buildings trees and crowd of course. the problem is the leaves of my trees are alpha mapped... working perfectly fine Refer to ImageA Attachments:
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Post by desigringo on Aug 18, 2013 19:45:03 GMT -5
now when i render out a shadow pass ray traced it comes out like this no transparency in leaves or the shadows ... also on the help it says increasing shadow rays would help better the results but i am not getting any soft shadows... Attachments:
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Post by desigringo on Aug 18, 2013 19:47:25 GMT -5
when i define it as a matte object same problem does in incorporate transparency. And finally is it possible to output custom render passes eg Beauty ( color + diffuse+ shadow ) as a single file for test renders before i split them or add other custom categories? I was wondering if you could point me in the right direction as this is crucial for conducting my test. Regards Sajeel Shukla Attachments:
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Post by Yeah YANG on Aug 18, 2013 19:55:45 GMT -5
Oh Dear Desigringo, We provided an only simple 3delight plugin for render simple scene, so, some of complex features we're not implement them inside that 3delight plugin. We have an workaround which adopted by almost all renderman users. That you can export "procedural primitive" based rib archive and then create an archive object in your scene. (reference it back) then use the 3delight for Maya which is official 3delight render your scene, then you can use more sophisticated render features:) I hope this can help. best regards! --Yeah now when i render out a shadow pass ray traced it comes out like this no transparency in leaves or the shadows ... also on the help it says increasing shadow rays would help better the results but i am not getting any soft shadows...
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Post by desigringo on Aug 19, 2013 6:41:25 GMT -5
Thanks Yeah, I will look into it... Hopefully we can integrate it into our pipeline at our studios and have a good working relationship... as of now I am testing miarmy and 3delight
Regards Sajeel
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Post by Yeah YANG on Aug 19, 2013 8:42:49 GMT -5
You're welcome Desigringo, I hope that can help, we're working on DSO version of procedural primitive and will provide the video tuts in 1~2 days. Mesh Drive 3.0 and the Renderman Procedural Primitive should be your choice for 3delight renderer (if not too many agents, mesh drive 3.0 will better, if a huge number of agents, the Procedural should be your choice) Thank you very much for your testing!! --Yeah Thanks Yeah, I will look into it... Hopefully we can integrate it into our pipeline at our studios and have a good working relationship... as of now I am testing miarmy and 3delight Regards Sajeel
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Post by desigringo on Aug 19, 2013 10:43:19 GMT -5
sounds interesting will definitely look forward to DSO... as far as i know i will have to go with 3delight as there's going to be crowd in thousands also with closeups... of course due to the demo version m limited to the amount of characters in my sim and render but the final requirement is in thousands...
I tried the rib archive works like a charm.... but one flaw i think is once it makes a rib archive I cant tweak the shaders and other things that get backed with it.
I am very new with 3delight and renderman compliant renders.
if possible please let me know when the dso thing is out. also would i need to reinstall the plugin or just add couple of files to my existing install ?
Regards Sajeel
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Post by Yeah YANG on Aug 19, 2013 23:11:49 GMT -5
Hello desigringo, thank you for your testing! the Rib Archive + Procedural Primitive maybe the most popular method for renderman user, for shaders, you can assign them into maya OR, you can use some python script IO operation to modify it, not very difficult:) DSO and RumProgram are both procedural primitive, our RunProgram can run every renderman renderers, and soon the DSO mode will be released. When DSO out, it's no need anything re-install anything. thank you! --Yeah sounds interesting will definitely look forward to DSO... as far as i know i will have to go with 3delight as there's going to be crowd in thousands also with closeups... of course due to the demo version m limited to the amount of characters in my sim and render but the final requirement is in thousands... I tried the rib archive works like a charm.... but one flaw i think is once it makes a rib archive I cant tweak the shaders and other things that get backed with it. I am very new with 3delight and renderman compliant renders. if possible please let me know when the dso thing is out. also would i need to reinstall the plugin or just add couple of files to my existing install ? Regards Sajeel
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Post by desigringo on Aug 20, 2013 0:06:26 GMT -5
Hi Yeah.. I was experimenting with 3delight and miarmy last night absolutely fantastic results. But i have one more question sorry to bother you so much.. but once the rib archive is made we cant modify the shaders can we ? I am working with 3delight pro instead of 3delight for maya seems to give more control over all.
regards Sajeel
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Post by Yeah YANG on Aug 20, 2013 3:38:17 GMT -5
Oh it's doesn't matter, please drop me a line any time as you wish:) Thank you so much for your testing and glad to hear everything seems OK. in most of cases it need tweak the shader parameters before export RIB, 1. You can re-generate and overwrite that RIB after tweak the shader. 2. If your shader is made by yourself, you can recompile the shader and make them change, 3. If you want to modify the RIB, you need use python command "search and replace" io command to open and modify your RIB. I'm not very familiar with RIB so these are my solutions. I hope this can help~ Thank you!! --Yeah Hi Yeah.. I was experimenting with 3delight and miarmy last night absolutely fantastic results. But i have one more question sorry to bother you so much.. but once the rib archive is made we cant modify the shaders can we ? I am working with 3delight pro instead of 3delight for maya seems to give more control over all. regards Sajeel
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Post by eddgarpv on Aug 20, 2013 10:04:26 GMT -5
but once the rib archive is made we cant modify the shaders can we ? Duplicate the geometry group of Miarmy and unparent. Do your shading on these objects. After you do that, create one McdRMShader per shading group and read the compiled sdl from <project>/<3delight>/<scene>/shaders/OBJ. Now you can assign every McdRMShader to the Miarmy geometry and it will read the compiled shaders. If you need to adjust something, you can do so using the original geometry. The McdRMShader will be some sort of 'pass through'. The only situation where RIB exporting will be needed is if a string attribute is added to your original shader.
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