The techies with programming knowledge won’t have an issue with it, and would enjoy the freedom that sl brings. However, at the same time, a lot of people do. If someone writes a wrapper to convert blender shaders into renderman shaders, then you can edit the sl directly after conversion, before the shader is compiled… There are various tools around that can facilitate in the creation of sl code. Can we say frankenrender?Īs for supporting different implementations… Erm… a couple of different variables, which are generally within the environment anyway. Having different ouputs from different renders is also a big bonus. Between rendertests and iteration one should already know what the outcome will look like. There are certainly differences, however I’ve never found it to be an issue. *** Renderman is a standard just like HTML and C++, not all renders see them the same way… As for the projects dying… Well, so could Blender… I really don’t see any validity to your argument. There are some very capable open source Renderman renderers around. Pixar and Renderman usage are not, and never have been exclusive. PRMan is more than capable of high quality “realistic” ouput see The Lord of the Rings trilogy, renderman was one of the main renderers, plus many many other productions. Pixar’s Software department is in the business of creating their implementation of the renderman standard PRMan. Pixar R+D is in the business of furthering a world class rendering standard. Pixar Animation is not in the business of making “realistic” animation. Renderman is, and in various implementations. This renderer, as well as many others, are not available to the public. In short, because a properly implemented renderman renderer is very powerful and generally very fast. Well, put some effort into adding accsess to light/material/render settings in python so its possible to make good render exporters. K3D- another oss app, getting quite nice- gtk2 + python support. *** Is renderman that much better anyway?Īyam- opensource app, been around for a long time. I realy wonder if the newbies who come on the forum and want Renderman support would take the time to use it once it was there. *** Most people dont have the time, knoweledge to write or even properly use programmable shaders, its alerght for Pixar when they have team of coders, but most people have to subsist on less and would rather twiddle a few sliders then learn a new language. Both could be done at once but it would be no small task. On the other hand you could code all blenders existing shaders in renderman and just use those, but again you now missing the power of programmable shaders. I remember playing with an old Version of K3D (renderman compliant 3d app) I opened the material editor and got a blank text window. *** Renderman cant be totaly controlled by a User interface since it relys on programmable shaders and such. Without just having to worry about supporting renderman you have to support a number of implemtations, mabe 2- PRman so as to live up to the dream of being as good as Pixar, and Aqsis for people who dont want to pay cash. *** Renderman is a standard just like HTML and C++, not all renders see them the same way, resulting in different images depending on the implimentation you use. *** PRMan costs money, other implementations either cost money or are developed by a small group of people, projects may die who knows. Heres a list of resions not to use Renderman/PRman but as far as I know its not the main goal of PRMan. Im sure people can do it in renderman, as with most engines you can manage it. What keeps baffeling me is that Pixar make cartoons (only cartoons?) There humans have never looked realistic. ![]() I dont see people wishing whatever rendering engine DreamWorks used for Shrek and Antz. Is this request based on an intelligant understanding? or is it just a desire to support PIXAR’s flagship rendering tool? After reating this I figured it sounded a bit harsh and just thaught Id preface it by saying I realy like renderman.
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