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kage maru

Pixar Renderman Pro-server 14.0

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* New PRMan SDK — RenderMan Pro Server 14.0 introduces a new Software Developers' Kit that simplifies linking, eliminates awkward workarounds and caveats, and provides a single, consistent method of usage. The notable changes in the new SDK are:

* The SDK is no longer a separate downloadable package.

* The static library — libprmanSDK.a — has been replaced by a dynamic library — libprman.so/dll/dylib.

* PRMan now loads libprman.so as a dynamic runtime.

* Other programs can load libprman.so as a dynamic runtime.

* A single library is all that is needed for third party stand-alone programs.

* Linkage on Windows platforms is simplified for other programs that might be plugins to Autodesk's Maya.

* Third party applications can, once again, direct link the renderer

* PRMan for Python — RenderMan Pro Server 14 introduces prman_for_python, a Python plugin module that allows you to build Pixar's RenderMan into your Python applications. The plugin module, prman_for_python.so, comes with a simple Python wrapper module, prman.py. Together they make accessing the power of prman as easy as py.

* In conjunction with the new Python binding, there is a new Python-based implicit surfaces compiler. Documentation and examples can be found in $RMANTREE/blobby.py.

* OpenEXR Textures — Pixar's RenderMan now supports OpenEXR-formatted textures. OpenEXR offers high dynamic range and good color resolution with the 16-bit "half" data format, as well as arbitrary image channels that can be accessed by name.

* Structs in RSL — The RenderMan Shading Language now supports user-defined structures: structs. Structs can contain uniform and varying data of any type, including arrays, nested structs, etc. Struct members are operated upon by reference, so introducing structs into existing code has minimal impact on performance.

* API for Reading Brick Maps — Brick map files can be read using the new brick map API. Reading brick maps has several applications, for example custom brick map lookup filters and visualization programs other than brickviewer.

* Organized Point Clouds — There is a new extension to the point cloud file format: organized point clould. ptfilter now generates organized point clouds by default (unorganized point clouds can be generated using ptfilter -organize 0), and there are four new point cloud API functions to read and write organized point clouds.

* Re-Rendering Technology — Pixar's RenderMan now provides a re-rendering mode that accelerates re-shading and editing of production-quality scenes. The goal of this project is to produce quickly re-rendered results that are identical to full renders with all features of the RenderMan shading system available, including raytracing, DSO shadeops, and deep shadows. Re-rendering is fully multithreaded and utilizes progressive refinement and on-demand streaming of cached data to provide short start-up times and interactive feedback, even on complex scenes. Several caveats accompany the initial release that may prevent re-rendering from being plug-and-play compatible with your production pipeline; please see the Known Issues section of the Re-Rendering developer note for details. The developer note also includes a simple Python script that demonstrates the system in action.

* New Function: subsurface — Subsurface scattering can now be computed directly in RenderMan Shading Language using the new subsurface() function. The input is a point cloud file of illumination samples and (optionally) material scattering parameters. The algorithm is the same as ptfilter -filter ssdiffusion, but it is handy to be able to compute subsurface scattering directly in shaders.

* New Display Driver: multires — The new multires display driver provides high-performance rendering of the multi-resolution images produced by prman in re-rendering mode. While this is the preferred display for re-rendering, it supports a limited set of pixel types: 3 or 4 channels of byte or floating point images.

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Tutto bene qui (anche se tra un mesetto mi trasferisco dall'altra parte di oxford circus :D ).

Dunque questa release a quanto dicono sara' un macigno e infatti le features elencate sopra sono solo una minima parte. Quest'inverno ero ad un renderman user group qua a Londra dove l'hanno fatta vedere in anteprima e features minime a parte stile render stereo, nuove ptc, sss on-the-fly, re-render tecnology (comunque graditissime) e si spera le solite ottimizzazioni nel lato performance (soprattutto sul raytracing e occlusion/indirectdiffuse pointbased), quello che tutti vogliono avere sotto mano e' il nuovo rsl che con i co-shader diventa praticamente un linguaggio ad oggetti e permettera' un sacco di vantaggi riguardo per la pipeline (niente job per prepass per esempio). Peccato pero' che per inserirlo devi praticamente rifarti la shading pipeline. Proprio per questo al momento non ce l'ho sottomano, spero di poterlo provare il prima possibile pero', anche se qua lo stanno testando sui nuovi progetti gia' da un po' con le beta.

Sul pitone ottima notizia, non me l'aspettavo ma effettivamente stava diventando una features silenziosamente indispensabile visto il numero sempre crescente di studi che stanno migrando verso questo linguaggio.


Edited by kage_maru

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