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[其他] RenderMan着色器RSL编写技巧视频教程 FXPHD RND301 PRODUCTION SHADER WRITING FUN...

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钓鱼的猎人 发表于 2017-10-26 08:33:44 | 显示全部楼层 |阅读模式 打印 上一主题 下一主题



本视频教程是由FXPHD机构出品的RenderMan着色器RSL编写技巧视频教程,时长:7小时,大小:2.6 GB,MP4高清视频格式,附工程源文件,教程使用软件:RenderMan,作者:Christos Obretenov,共10个章节,语言:英语。

RenderMan是一个计算机图像渲染体系,准确地说是一套基于著名的REYES渲染引擎开发的计算机图像渲染规范,所有符合这个规范的渲染器都称为RenderMan兼容渲染器。这其中最著名的有3delight和Pixar公司的PhotorealisticRenderMan,同时在业界还有一些其它的免费版开源的RenderMan兼容渲染器。

RenderMan兼容渲染器其高超的渲染质量和及其快速的渲染能力而被广泛应用在高端运动图像的生产制作过程中,在当今的动画电影和影视特效等高端领域,RenderMan兼容渲染器是必不可少的一个渲染解决方案(另一个高端解决方案是著名的MentalRay渲染器),世界上许多著名制作公司像ILM和Sony等都使用它作为作为渲染的最终解决方案之一。
目前最普及的RenderMan是3Delight因为3Delight的开放性和用户口群的庞大,3Delight已经成为RenderMan电影级别渲染器的主流。
RenderMan参与制作的电影有:蜘蛛侠3,贝奥武夫,纳尼亚传奇:狮子·女巫·魔衣橱,长江七号,第九区,神奇四侠,哈利·波特与凤凰社,绿巨人,超人归来,X战警前传:金刚狼。

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FXPHD RND301 PRODUCTION SHADER WRITING FUNDAMENTALS AND PHYSICALLY PLAUSIBLE SHADING
Following the RND202 course “Renderman Techniques in Production”, this course dives deeper into the fundamentals of Shader Writing in the Renderman Shading Language (RSL), as well as the newer Physically Plausible shading in Renderman.
Technical Directors will find this course useful for expanding their shading knowledge in Renderman, by diving into the shaders and building them up step-by-step. Coming out of the course the student will be able to put into practice, in a production environment, building and using Renderman Shaders, as well as a deep understanding of Physically Plausible shading including Importance Sampling and Image Based Lighting. In addition, we cover the Phsyically Plausible shading library inside Renderman Studio 4 (for Maya), raytraced re-rendering technology, and a crash course on Renderman setup in Houdini.
Obretenov has worked in a variety of roles, designing and developing shading software for Walt Disney’s The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films.
The curriculum is broken up into three sections:
Part 1 – Production Shader Writing Fundamentals
We build up the shaders from scratch and explore the source code. Common Types of shaders used in production are Surface, Displacement & Volume. Building blocks are Loops, Functions, defines, Message-passing, AOVs & Custom primvars. We look at co-shaders: Differences between co-shaders and monolithic/traditional and Co-shader examples. We also look at noise functions in depth: Perlin, Worley, Voronoi and FBM
Part 2 – PRMan & Houdini “Crash Course”
We go through all the settings in getting your custom shaders into Houdini and the steup required to render in PRMan. We build a scene from scratch, go through the render man output driver. Work with shaders, bringing in Surface and Displacement, setting up “Materials”. Work with AVOs and Primvars: custom variables added to geo, read into shader. Looks at attributes: how to setup Renderman attributes on models and general output driver. Then look at examples: specular/diffuse/transmission visibilities, displacement bounds, trace depth, etc.
Part 3 – Physically Plausible Shading & Importance Sampling – In Depth
We dive in BRDFs, looking at the Definition, different types of BRDFs and Shader Source code samples and use. Then look at Importance Sampling and it’s Definition, Light vs BRDF, Examples and Source code in shaders.
Next we work with Physically Plausible, looking at the Definition, Energy Conservation, Fully raytracing paradigm, Biased-vs-unbiased, Path Tracing (uni and bidirectional), Shaders and source code exploration, Examples, Comparison to non physically-plausible and Plausible Shader constructed from scratch; explaining inclusion of each piece in plausible framework
We also work with Physically Plausible Library in Renderman Studio 4: Light and surface shaders: RMSGPSurface, RMSGILight, RMSEnvlight, RMSAreaLight, and others.
Educated at Simon Fraser University in Computing Science and Computer Graphics, Christos started contributing to the Animation and Film industry during “co-op” work terms at Mainframe Entertainment in conjunction with Simon Fraser University. He continued his career by designing and developing shading software for Walt Disney’s The Wild feature film, followed by shading and lighting for Superman Returns, Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature films. Recently co-founding LollipopShaders.com, Christos develops procedural solutions to shading and lighting, currently experimenting with Physically Plausible Shading and Image Based Lighting. He currently resides in Vancouver, BC, Canada.





















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