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[其他] RenderMan渲染技术工作流程大师级训练视频教程 FXPHD RMS201 PHYSICALLY PLAUSIBLE...

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钓鱼的猎人 发表于 2017-7-11 13:34:02 | 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渲染技术工作流程大师级训练视频教程,时长:5小时,大小:4.5 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 RMS201 PHYSICALLY PLAUSIBLE SHADING IN RENDERMAN STUDIO
So much has changed since the recent addition of the physically plausible shading paradigm in Pixar’s RenderMan, this course presents the concepts, explanations, and practical workflows of this new shading and lighting system in RenderMan Studio. If you’re familiar with previous “traditional” rendering in older versions of RenderMan Studio, this course will get you up to speed with the contemporary physically plausible system, and if you’re new to RenderMan Studio its a great place to start with the latest techniques used in rendering.
With Physically Plausible Shading, we have a system of new lights and shaders that work very tightly together using raytracing ?and physical properties of materials. New to RenderMan Studio are physically based area lights and shadowing methods, importance-sampled environment lights supporting fully raw captured HDR’s, and a whole suite of physically based shaders that support these lights, including the general-purpose shader, glass, and matte.
Before we explore all the shiny new buttons in RenderMan Studio, we start the course off with some scientific concepts and explanations of what exactly is involved in a physically plausible paradigm, and how it differs from previous shaders and lights in RenderMan. Once we’re comfortable with the concepts and explanations, we move into the practical use of the new shaders and lights inside RenderMan Studio, and dive into examples of each light and shader, their important settings, and some tips and tricks on how to get the most out of this raytraced physically based rendering system. Depending on class time, other topics covered could be: transient photon maps, volume rendering, and dynamic binding.



























更多相关内容请关注:3D教程专区,中文字幕教程专区



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