Load the MTOR .so/.mll/.dll file(s) using Maya's 'plugin manager'. This would create a
new 'RenderMan' menu under the Maya 'Render' menu bar (where Maya's own rendering menu
resides). All RenderMan rendering is handled via items in this RenderMan menu. No need to
hand-edit RIB files or shaders!
Once you load the plugin, you can use the 'RenderMan' menu to render via PRMan.
Load this test scene to do a basic render.
Render using PRMan:
Next, do the same render using Maya's renderer:
Note that the results look pretty identical overall:
In Maya, create a particle object, and animate it as usual. Create a per-particle float attr called 'rmanFvisc', and assign a creation expr. for it like so:
rmanFvisc = rand(0,1);Next, write a shader that will make use of the 'visc' attr that will be available on a 'varying' basis:
surface visctester(varying float visc=0)
{
Ci = color(visc,visc,visc);
}
Compile the above shader, and assign it to the particle object. Render. You should see each particle be shaded with a unique grayscale value..
Here is a sample Maya scene and a shader to illustrate
this idea. Note that in the shader that accesses our custom attrs, those attrs MUST be declared to be 'varying'.
In Maya, we're creating a particle expression to feed values to rmanFcustomAttr:
Let us create and compile particleRen.sl:
Now that we have a particleRen.slo which is our compiled shader, we need to attach it to our Maya particle object.
As an aside, if you render the particles w/o attaching the shader that processes the custom attr, you get this:
Back to attaching our new shader.. First, create a new Slim palette:
Import particleRen.slo into it:
Attach particleRen.slo to our particle geometry:
Render!
Note that the above rendered image looks different from the first render we did, without creating/attaching our particleRen shader..
This is a Pixar doc. page that explains the variable naming scheme.
Here is a sample Maya scene containing a simple curve with an mtorCurveWidth attr.
The key to rendering curves is that they need to have an extra 'mtorCurveWidth' attr attached to them:
You can use mtorFuzz, mtorFur and mtorUltraFur that ship with MTOR/Slim to create and render curves in PRMan. See the RAT docs for more info.
Here is a sample Maya scene containing
a pair of blobbies.
To create blobbies:
Following are snapshots for the primitive creation, grouping, op specification and blob-coloring steps:
This is another simple blob scene..
Mesh for Geri's head:
Edge creasing on Geri's hand (fingernails):
Geri, full:
Here's how you would convert a Maya mesh to a PRMan subdiv:
Edges on a subdiv poly 'cage' can be creased; likewise, corners (verts) can be pinched. These operations permit precise features on a surface.
Here is a sample Maya scene with a subdiv. surface, and here is another.
To create CSG, you'd first create 'primitives':
Once you have primitives, you can do Boolean ops:
This is a simple CSG scene.
Here's how to create a clipping plane:
This is a simple scene with a cutting plane.