Search the Community
Showing results for tags 'lookdev'.
Found 2 results
Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: email@example.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
Hey everybody! I am trying to work up my skills in surfacing by competing in this month's RenderMan challenge. I am currently using Mantra (because the RfH for RenderMan 22 doesn't come out for a few more weeks) but I have a few extremely basic questions about the workflow. I am using the Lookdev desktop, and using the built-in test geometry. 1. In the light bank data tree, I am only able to change intensity but not exposure. How can I change this? Do most lighters work in intensity or stops? 2. In the object appearance data tree, I am only able to assign materials at the object level. Is it possible to assign materials to groups from this UI? 3. When you lookdev terrain, is it more normal to scale your uv coordinates in the shader network or go back to the geo and use uvtransform to scale tiling textures up and down? Or do most people just use triplanar projections on background buildings and landscapes? 4. (Technical) I was looking into light instancing and found that with the template light you can write your own light shaders. But is that only in /shops? What is the current /mat way to write a light shader? 5. (Technical) I noticed that render times are faster with packed geometry, but then I lose all my material assignments. Why is rendering packed geometry faster? What is the currently accepted way to lookdev packed geometry without losing all your material assignments? 6. (Technical) How does light instancing work? It seems a little strange to me that the instancing tool is completely separate from the copy-to-points SOP. Is the instancing tool just running a for loop at IFD creation time? Are there any other common approaches to procedural light scattering?