Jump to content

renderman custom variables not giving the correct subdivision


Recommended Posts

Hi,

I'm trying to get some custom attribute from sops to drive the displacement inside a vop rsl displacement shop, but I am getting strange results. It seems as if the "render polygons as subdivision surface" render attribute is not being applied to interpolate between the values.

I've got what I wanted working using mantra, by just checking the render polygons as subdiv.

What am I missing? is there some other render attribute I need to add?

attached two images, the good and the bad. Anyone have a clue - this must be a fairly common thing to do, so I'm sure it can't be that hard.

post-1666-1242184029_thumb.jpg

post-1666-1242184044_thumb.jpg

Edited by pclaes
Link to comment
Share on other sites

You need to edit the Rendering Parameters and add the Polygons as Subdivisions parameter specific to RenderMan,

Thanks, but it's still not working.

I did that, I added it to the object. It should be the correct one, for prman14, but still doesn't work :(.

I attached the scene.

custom_renderman_attributes_04.hipnc

Link to comment
Share on other sites

Thanks, but it's still not working.

I did that, I added it to the object. It should be the correct one, for prman14, but still doesn't work :(.

You attached a non-commercial file. I thought that Apprentice doesn't support rendering to prman?

Link to comment
Share on other sites

You attached a non-commercial file. I thought that Apprentice doesn't support rendering to prman?

Thanks for the suggestions, but still no luck.

In Bournemouth University we have got Educational versions that work like master versions - It allows you to render out with external renderer like prman. No watermarks or other export file restrictions. I guess it's a different type of licensing then the non-commercial version. The scene should be quite easy to rebuild in a Master, just a plane with a custom attribute painted on it, fed into the shader.

I've tried adding the ri_subdivscheme attribute - makes a slight difference, when on Loop it will retopologize the mesh so it looks like triangles rather than quads, but they are still very visible.

I would still like to know why it is not working - but for now I've rebuild my shader in vops and I'm using mantra.

Link to comment
Share on other sites

I've never heard of that licensing before. Wow..

I also don't have access to a prman lic right now, but I can check it out this weekend.

First thing I'd try is to care for your normals a little more.

It's a common technique to calculate a smooth normal by obtaining the difference between the geometric normal (Ng) and the shading normal (N) and adding it to P. Try something like this.

normal Ndiff = normalize(N) - normalize(Ng);

P += magnitude * normalize(N);
N = normalize(calculatenormal(P))+Ndiff;

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...