After a long and thoughough period of testing with lots and lots of render hours it’s finally time to end the beta stage of Pipeline and get into the final release. My last post about the beta-version of Pipeline is already pretty outdated and so I thought I post about the new stuff going on. [...]
The upcoming Pipeline Render Manager for OS X is a simple but straightforward network render manager supporting various render systems. Usability and easy handling were given the main focus without having the user to deal with complex system and network setups. The tool is currently in beta, a public beta will be available soon. Up [...]
RenderBucket helps with rendering scene files from Autodesk Maya on a single computer running OS X. It has the ability to handle multiple job files as one batch while giving access to the most commonly used render flags through an easy to use interface. RenderBucket features a job progression area that informs the user about [...]
Animation und shot-breakdown for a recent production test. Most important to us was the realistic animation of the race car as well as a convincing look while keeping the render times reasonable. The goal was to develop an efficient workflow and an optimized production pipeline.
Up to the current version of Renderman For Maya (that is 3.0.2) it is not possible to include the main rendering (rgba) and all secondary outputs (AOVs) in one openEXR file. The way around is to generate two openEXRs, one containing the rgba information and one all needed AOVs. The workflow to archieve this is [...]
The compositing of the short was very basic and down-to-earth due to the fact that we had such a limited time for completion. For that the composition is nothing big, except for the good amount of layers and passes that had to get comped together. All in all there are 59 layers in the shake [...]
This year we decided to create a special holidays animation. Since we already had the santa character ready, it seemed to be a doable task, although it was already the 1oth of december. Our goal was to be finished on the 20th, and we almost made it;-) Here is the idea: Imagine it’s two days [...]
Sometimes I think renderers are to the 3d geek what shoes are to women: You can’t have enough of them and you need at least one for each occasion ;-) For a recent project we modeled a formula one race car and now had the time to do some testrenderings. Since we want to sell [...]
It’s always interesting to see how the different renderers handle specific aspects of the scene or the containted geometry. In this case I want to talk about the how uv coordinates are handled when a geometry is subdivided for or during the rendering. The focus is on the uv seam that connects the arm of [...]
I recently found that managing the rendering in maya with the render layers while rendering with renderman for maya, the result isn’t always predictable. It seems that some overrides (it appears to be random) addressed to the layers can be left out during the final rendering. In my case it happened two times with one [...]