![]() ![]() (I'm from México, that's why I'm giving these examples but to each their own. So, if your native language is NOT English, make sure that the path of your computer does not include a special character like ñ, é, space, any symbols or anything like that. Make sure the path for your render does not contain special characters.Ī new update for the RenderMan 22 does not let you render with a buggy path. When you download the Maya installer, it installs version 1, so make sure to go back to the Autodesk page and download the version you need.Ģ. If you, for example, download Maya directly from the Autodesk Maya, you'll have to go to your account product page and download the update by yourself. However, most of the time, I encounter users that not did the following, so make sure to do it before you are ready to render:ġ. The competition is fierce, and that's good for the end users.Since RenderMan 22 launched, I have seen a lot of users having some issues (myself included) while doing the Batch Render. ![]() I don't envy for a second the development teams of render engines. Their presentation makes bold claims, most importantly - it will use same scene, lights and shader setups, so you can build your scene in realtime, and then switch to “full fat” Redshift if needed without additional tweaks. edit: going forward, RS (and octane) will be having a realtime version of their render engine - currently named RS RT. Lots of tradeoffs, but 60fps with instances, autolods, realtime vertex-paint effects, deferred decals, foliage, amazing materials system, GPU particles (Niagara), Houdini engine, the list goes on. PS - if it's the speed what you are really after, UE4 is an option too. I am talking here about a non-Hollywood level of visuals mind you, which will require a renderfarm whichever render you chose. RS is VERY responsive, almost magically so - you gotta try it to believe it. As filipw mentioned, if it's the speed you are after, RS will be an option. I've used prman, the latest 22.6, and it's faster/more responsive than Mantra. Renderman 23 release will land on H18 day one (if goes according to plan), so will Karma beta. I experienced both situations, and as I see it highly depends on the number of crashes, issues, slowdowns, restart, doitagain etc / day = the MCAS factor: Machine Crashed Again Shhhhhhhh Raytracers have basically the same featureset from artistic viewpoint, the rest can be done by shading node trickery, every one has some missing features like the fake bevel shader… The question is that after work you go home with the feeling that you hate computers and regret because you chose this profession, or you think that this is one of the best professions that humans ever invented. 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. 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. ![]()
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