9/3/2023 0 Comments Renderman for maya 2017 intro![]() ![]() Dylan Sisson mentioned in the general pesentation that RMan 23 will be available from the release day of H18: They work closely, so if Karma would be better for every kind of project, it would be a strange situation… For me the stability/roboustness (1.) and interactivity/memory efficiency(2.) are the most important things. You can use it right now, and XPU is coming, I guess way before the Karma GPU. Yes, it seems that Karma would make RMan pointless, but Pixar is ahead in time. My 2 cents: A combo package for indies would be the best: Houdini Indie + RMan Indie (exactly same as the non-commercial, just same usage constraints as H: $100k/year max). Let alone Karma will be as native as it gets. Apart from digital doubles (realistic human rendering) I am not sure where it will outshine karma. Mind you, I don't render hollywood VFX blockbusters, so I can't claim to have knowledge of how it will fare against karma in a typical alien invasion on New York scenario. I was entertaining this idea (of considering renderman as a main render) since I haven't switched to GPU rendering, but now i don't even think about it and will just wait for Karma. Kays, you've been using RS for a while now, i cant seem to see any reason to go prman in your situation. Also Karma promises a big speedup, let alone it's own version of GPU some time later. I couldn't find a fake bevel shader out of the box in renderman too, did i miss it? Read through docs, seem to be absent there as well. Also since I was using Mantra I just can't give up on the procedural material networks I am so used to creating, which eats up all kinds of funny business. In launch.Pixar guys make an effort to make a good impression, but starting with H18 and Karma, i can not say i am awfully impressed with it.Open your launch.json by clicking the cog icon on the right side of the DEBUG menu.In vscode, set up your debugging config:.It will take longer to load when vsc_remote_dbg = True, so I turn it back off when I am done and restart maya so it takes (There is no way to kill the connection once it's been enabled). In RenderMan_for_Maya.py, set vsc_remote_dbg to True.You will also need the python plugin for vscode. ![]() You may need to install the ptvsd module. RenderMan_for_Maya.py is already setup for debugging in vscode: vp2: Functions to build vertex and index buffers.pxr_light: MPxGeometryOverride dynamic classes for lights.prefs: Maya preferences UI and prefs API.page: Organise widgets in pages/groups/tabs.file_dialog: Our file dialog callbacks to open, save, etc.common: main classes defining regular UI widgets.callbacks: Maya callbacks for HyperShade integration, etc.ae_template: Attribute Editor templates.nodes: json node description files with validation schema.renderer: Register RenderMan as a renderer in the Maya UI.maya_node: Maya node registration using python's dynamic typing.extensions: Extension attribute management.config: The configuration module created at startup.rfm2: The main module containing most of the plugin's code.use _rfm_directory() to get the current file's location ( RenderMan_for_Maya.py) and use that to set RFMTREE.You can either set it to auto-load or load it via a script or manually. The plugin will be available in Windows -> Settings/Preferences -> Plugin Manager.Navigate to $/RenderManForMaya-22.x/plugins.Open Windows -> Settings/Preferences -> Plugin Manager.You may have to delete old maya module files. NOTE: RFM tries to ignore environment variables and build a clean environment to operate in maya. Finally, we will get rid of most of the MEL code, but that goes without saying.It makes a lot of our code more approachable to our more advanced users who may need to fix a crippling bug "right here, right now".We can even do lightweight API work (we are using a new and faster python API).Everything in Maya is now accessible through Python.Many of our C++ dependencies (json/xml parsers, etc) are just part of Python's standard library.No need to (re)compile python : code transfers easily from one Maya version to another.We will push as much code as possible to the python side for the following reasons: ![]()
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