This project was about creating and editing RenderMan attributes in Maya. preshapemel
attribute was imported to the objects in the scene to switch the points of the actual object with a rib archive or a simple sphere before prman takes the scene over. The interface is created with the help of an r...
The goal of this project was to create objects at the vertices of another object. The exact same function of the copy node of Houdini (a small fraction of it, of course). As usual with coding, there are many different approaches to this problem. A quick...
Pointclouds and brickmaps can improve the render performance greatly since they “bake” a 3d model with any shader data that is needed for the render just once, and can be used over and over again. In some cases the original model doesn’t even have to be used for the render, brickmap which is free...
This exercise demonstrates the basics of scripting shapes directly into a RenderMan RIB file. Coding shapes in this way focuses attention on the use of color, opacity and the fundamental concepts related to xyz coordinate system.
The staircase was modeled by coding thru a rib file. After placing 4...
The animations on this page demonstrate the support offered by RenderMan for level-of-detail (LOD). Three models of a saw palmetto were modeled in Maya. Using LOD, the renderer chooses the appropriate model to use based on the area of screen space occupied by the model. 3 models for 3 distances, and...