These are both connected to a PxrLayerMixer (using the glass as a base) and the result is a glass bottle labeled and ready to render! PxrLayerMixer One example would be a PxrLayer set to look like glass and another to look like a shiny plastic label. These layers can then be connected to a PxrLayerMixer (or multiple) for endless combinations. These options all provide the ability to enable specific lobes for creating unique looks. The PxrLayer pattern node is used to create the actual material layers. For a tutorial using Maya, take a look here. This is your material of choice to begin layering looks. This eliminates the tedium of setting parameters to match in different places. Think of this node as your global material settings that are obeyed by all of your added layers. This is so users aren't confused by seeing parameters seemingly fail to work because they changed them in a different (or Base) PxrLayer. You will notice this material node does not include anything that can be overridden by a PxrLayer pattern. #Renderman materials tutorial how toAs such, the PxrSurface parameters are your source for how to tweak and manipulate options for your desired look.Īs the name suggests, PxrLayerSurface is designed for layering materials. The production materials in RenderMan are from this same family and despite having different options, their parameters are all related. This material choice is useful for many surfaces where artistic freedoms are more important than strict realism. The user has the ability to combine any lobe and also layer them (using PxrLayerMixer) for simple to complex surfaces. It provides all of the available options and parameters for making just about anything. PxrSurface is the complete material package. Diffuse is a lobe, as are Primary Specular, Clearcoat, and so on. Note that we use the term "lobe" to describe each illumination lobe of the material. Layering is also possible and we simplify this approach with specialized nodes for layering PxrSurface.īelow is a simple exploration of each choice and how they are designed to be used. RenderMan presents the PxrSurface Material as a complete choice for shading most solid objects ( hair and volumes have their own solutions). Ready to dive right into using PxrSurface Layering? Take a look at the Maya and Katana Tutorials.
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