fxphd – RND101 – Introduction to Renderman
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Pixar’s RenderMan has been specifically engineered to meet the demanding challenges of rendering 3D animation and visual effects. This means RenderMan is fast, efficient, and able to handle an astonishing amount of geometric complexity along with offering cutting-edge effects. Critically, Pixar’s RenderMan has been developed to deliver outstanding imagery during the stresses of real-world productions. This means that in your own 3D work, you can trust that RenderMan is ready for the job … with not only outstanding features, but the power to deliver.

Class 01:
Introduction: [email protected] is a specification, prman is the software : a brief history of this 20 years old software – quick tour of the prman software package and the various utilities – “hello sphere” : write a simple RIB to render a sphere – overview of the structure of a RIB – context stacks.

Class 02:
RIB structure : creating a scene – basic transformations (and matrix concatenation) – positioning the camera – basic geometric primitives – parenting – options & attributes.

Class 03:
REYES: in-depth look at the REYES algorithm, does it really Render Everything You Ever Saw ? – core concepts : splitting, dicing, micropolygons and shaders – render options : taking control of your memory, speed and image quality

Class 04:
Custom Shaders: introduction to the shading language grammar, syntax & data types, compilation – implementation of a simple plastic shader – implementation of a simple light shader – attaching the shaders to the geometry.

Class 05:
ImageFeatures: motion blur, motion samples, multi-segment blur, limitations – depth of field – uniform / varying – flow control – fBm

Class 06:
Passing Data: coordinate systems, space transformations

Class 07:
Shading, texture maps: txmake and texture( ) – geometric primitives – texture coordinates

Class 08:
Shading, Illumination: Illuminance, Illuminate : diffuse & specular reflections

Class 09:
Bump & Displacement: bump mapping – displacement mapping – displacement bounds – practical application of sub-pixel displacement

Class 10:
Shadows: shadow maps – bias – blur – samples – workflow in Maya / Slim

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