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.