Introduction to RenderMan for Maya
Give your work a visual edge. Learn production tested techniques and begin creating cinematic-quality imagery using Pixar's award-winning technology. Software required: RenderMan for Maya 2.0.
What you'll learn
Give your work a visual edge. Learn production tested techniques and begin creating cinematic-quality imagery using Pixar's award-winning technology. Contains nearly 6 hours of project-based training. Perfect for new and intermediate artists. Popular highlights include: Rendering Displacements; Lights and Shadows; Reflections and Refractions; Motion Samples; Bokeh; Caustics; Point Cloud Based Occlusion; Depth of Field Effects; Global Illumination; Color Bleeding; Creative Uses for CSG; Rendering Fur; Sigma Hiding; Curve Rendering; Image Based Lighting; Sub-Surface Scattering; RenderMan Texture Baking; Custom Passes; Custom Shaders. Software required: RenderMan for Maya 2.0.
Table of contents
- Loading the RenderMan Plugin and Rendering 6m
- Rendering the Images in Different Ways 6m
- Working with the Shared Geometric Attributes Node 5m
- Working with Maya Shader Networks 10m
- Using Displacements 3m
- Rendering ZBrush Displacement Maps 6m
- Different Ways to Use Shadows 5m
- Raytraced Shadows 4m
- Reflections 7m
- Controlling Reflections with Trace Sets 4m
- Refractions on Objects 5m
- Depth-of-field Effects 6m
- Motion Factor 5m
- Bokeh Effects 6m
- Motion Blur 5m
- Shutter Opening 8m
- Camera Blur 3m
- Motion Samples 4m
- Rendering Particles 7m
- Constructive Solid Geometry 11m
- Rendering Paint Effects with Shadows 5m
- Rendering Maya Fur and Sigma Hiding 4m
- Using Curves as Render Objects 5m
- Introduction to Sub-surface Scattering 8m
- Alternative Sub-surface Scattering Workflow 8m
- Creating Caustic Effects 14m
- Global Illumination 7m
- Occlusion Effects 7m
- Baking Global Illumination to Textures 6m
- Point Cloud Based Occlusion 6m
- Color Bleeding 5m
- Baking Textures 4m
- Creating Multiple Passes in OpenEXR Format 7m
- Reading Output Statistics 3m
- Writing Your Own Constant Shader 10m
- Writing Your Own Noise Shader 9m
- Writing Your Own Diffuse Shader 7m
- Creating a Custom Displacement Shader 8m
- Creating a Custom Light Shader 9m