RenderMan

Deep compositing - going deeper /  by Xuan Prada

Hello patrons,

This is a continuation of the intro to deep compositing, where we go deeper into compositing workflows using depth.

I will show you how to properly use deep information in a flat composition, to work fast and efficient with all the benefits of depth data but none of the caveats.

The video is more than 3 hours long and we will explore:

- Quick recap of pros and cons of using deep comp.
- Quick recap of basic deep tools.
- Setting up render passes in a 3D software for deep.
- Deep holdouts.
- Organizing deep comps.
- How to use AOVs in deep.
- How to work with precomps.
- Creating deep templates.
- Using 3D geometry in deep.
- Using 2D elements in deep.
- Using particles in deep.
- Zdepth using depth information.

Thanks for your support!
Head over to my Patreon for all the info.

Xuan.

Simple spatial lighting /  by Xuan Prada

Hello patrons,

I'm about to release my new video "Simple spatial lighting". Here is a quick summary of everything we will be covering. The length of this video is about 3 hours.

- Differences between HDRIs and spatial lighting.
- Simple vs complex workflows for spatial lighting.
- Handling ACES in Nuke, Mari and Houdini.
- Dealing with spherical projections.
- Treating HDRIs and practical lights.
- Image based modelling.
- Baking textures in Arnold/Maya.
- Simple look-dev in Houdini/RenderMan.
- Spatial lighting setup in Houdini/RenderMan.
- Slap comp in Nuke.

Thanks,
Xuan.

Head over my Patreon site to access this video and many more.

Basic displacement in RenderMan /  by Xuan Prada

  • Select the object’s shape node in the Attribute Editor and then go to Attribute -> RenderMan -> Add Sudvision Scheme. This will create a smooth surface.
  • Load your displacement texture in the Hypershade.
  • Play with the Alpha Gain and Alpha Offset to scale the image.
  • Alpha Offset should be half negative than Alpha Gain. So if Alpha Gain is 2 Alpha Offset should be -1
  • Drag the displacement texture on to the displacement material in the shading group attributes.
  • This will create a displacement node.
  • Select the displacement node and go to Attributes -> RenderMan -> Add Displacement Attribues.
  • Set the displacement bound to something similar to your highest displacement value.
  • If you are using ray trace rendering you need to add ray traced attributes to your displacement.
  • Select your shape node and go to Attribute -> RenderMan -> Manage attributes and select TraceDisplacement.
  • Turn the shading rate down to increase the quality of your displacement. You can add a RenderMan attribute to control this instead change the global render options, you’ll save a lot of render time.