- #DVD FXPHD INTRODUCTION TO RENDERMAN HOW TO#
- #DVD FXPHD INTRODUCTION TO RENDERMAN FULL#
- #DVD FXPHD INTRODUCTION TO RENDERMAN SERIES#
#DVD FXPHD INTRODUCTION TO RENDERMAN FULL#
ILM has a full site license of RenderMan and for many years primarily used it as their renderer, especially on creature work. While that may not be a topic most directors focus on, it is these people and their respective leads on projects who must decide how they will achieve the incredible shots they bid, often with unparalleled realism on ever tighter budgets. Rendering often comes up in conversations. It is one of the great things about the company,” says supervisor Ben Snow. ILM has an incredible wealth of visual effects supervisors with an astonishing collection of both Oscars and technical landmark innovations. It is a private lunch where they get to discuss anything and everything. Introduction: which renderer?Įach Tuesday at ILM in the Presidio in San Francisco at the former military base on the northern tip of the San Francisco Peninsula overlooking the Golden Gate Bridge there is a lunch for all the ILM visual effects supervisors.
#DVD FXPHD INTRODUCTION TO RENDERMAN SERIES#
Many of the issues in this special two part series will also be covered in more depth in the July term at. Part 2 includes a run down of 14 of the most popular renderers for VFX. This part deals with the rendering trends in the VFX industry today. Видео: MPEG4 Video (H264) 1440x900 23.976 fps ~1500 kbpsĬomplete name : E:\Games\uTorrents\KAT101 - Introduction to KATANA\kat101-class01.mp4Ĭomplete name : E:\Games\uTorrents\KAT101 - Introduction to KATANA\kat101-class02.mp4Ĭomplete name : E:\Games\uTorrents\KAT101 - Introduction to KATANA\kat101-class03.mp4Ĭomplete name : E:\Games\uTorrents\KAT101 - Introduction to KATANA\kat101-class04.mp4Ĭomplete name : E:\Games\uTorrents\KAT101 - Introduction to KATANA\kat101-class05.Part 1 of 2. We finish up the class looking at some new documents from Solid Angle which help you to remove noise from your Arnold renders. These include 2D Compositing, Network Materials, Attribute Scripts, Instancing. We also look in detail at Samples and Ray Depth, the key to getting great renders out of Arnold.Ĭlass 10: In our final Katana 101 class we cover a mixture of areas. From there we look at the Gaffer node, Light Rigs, Master Light Materials, Constraints and Light Linking.Ĭlass 8: We continue to look at lighting in Katana, this week focusing on Shadows and Arnold Sky Domes, before transitioning to look at Interactive Render Filters.Ĭlass 9: We cover Rendering in Arnold and outputting Render Passes including AOV's. The class will be focused on lighting in Katana and we start by looking at the LightCreate node. During this class we take a break from our Lego house project and use The Foundry's standard robot demo file.Ĭlass 7: We return to our Lego Pirate House project which will have received a number of updates including some trees and a Lego character. We cover Attributes, the Catalog, the Monitor and Viewer, The Node Graph, the Parameters and finally the Scene Graph. ass files externally of Maya.Ĭlass 6: We look at Tabs (Editors) in Katana. We finish up the class by looking at a new app for executing (Kick) Arnold. Next we look at one of the main tools LookFileBake followed by LookFileGlobalsAssign and the LookFileManager. We start the class by re-looking at Look Development - what is it and where does it fit into the VFX pipeline? From there we start our exploration of Look Files, beginning with LookFileMaterialsIn and LookFileMaterialsOut. From there we look at the MaterialStack, Material Assign, GroupStack and MaterialResolve nodes.Ĭlass 5: We continue our main project moving into the Look Development stage. We look at surface shader parameters and then at the Visibility Assign node. From there we create Materials for both RenderMan and Arnold. We start the class by loading in the Alembic cache from Maya and setting some Preferences in the Graph Editor.
#DVD FXPHD INTRODUCTION TO RENDERMAN HOW TO#
We finish up looking at how to create bounding boxes in Maya which can be used in Katana to save opening your main geometry.Ĭlass 4: We start our main project, the Lego Pirate house. We look at what types of data Alembic caches can store, scene organization in Maya, and the Scene Graph in Katana. We start by importing our model, a robot saved as an Alembic cache, then we add a camera, materials and lights, and finally we render it.Ĭlass 3: We look at moving data out of Maya via the Alembic file format. Finally we look at KATANA's user interface and how the node switches work.Ĭlass 2: We jump straight into Katana, completing a project start to finish. We look at its node based workflow, how it can be used for both Look Development and Lighting, and also how it can work with multiple renderers including Arnold and RenderMan. Next we look at its history and user base before getting into the nitty gritty of how KATANA works. We start by looking at how KATANA fits into the overall VFX pipeline. Class 1: Our first class gives a general overview of KATANA.