FxpHD.RenderMan.Techniques.in.Production-TUTOR

Section
Appz
Group
TUTOR
Size
1,87 GB
Files
69
Date
2017-07-31

NFO

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                RenderMan Techniques in Production (c) FxpHD               

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     Taught by Christos Obretenov, this course covers the use of the            
     software in production. Artists and Technical Directors will find this     
     course useful for expanding their shading knowledge in Renderman, as       
     well as learning some of the newer advanced ray tracing,                   
     physically-based shading, and image-based lighting techniques being        
     used in production today. Coming out of the course the student will be     
     able to put into practice, in a production environment, the procedural     
     shading techniques we cover and understand their use more thoroughly,      
     as well as design a shading/lighting pipeline around the                   
     physically-based shading and lighting paradigm.                            
                                                                                
     Obretenov has worked in a variety of roles, designing and developing       
     shading software for Walt Disney's The Wild feature film, followed by      
     shading and lighting for Superman Returns, Spider-Man 3, Beowulf,          
     Christmas Carol, and Mars Needs Moms feature films.                        
                                                                                
     The curriculum is broken up into three sections:                           
                                                                                
     Part 1 - Procedural Shading                                                
                                                                                
     Why is procedural shading important and interesting? Dealing with          
     complex models and sets in production, its very useful to explore          
     shading solutions that can solve detailed procedural variation. We look    
     at all aspects of the pipeline from design, modeling, shader               
     development, and rendering to incorporate procedural shading variation.    
                                                                                
     In addition we explore procedural patterns for surface and displacement    
     shaders, creating complex organic shading solutions for things like        
     snow and ocean surfaces. We expose all the complex noise parameters and    
     clearly define each one.                                                   
                                                                                
     Part 2 - Raytracing and Global Illumination                                
                                                                                
     Finally we are seeing a large shift towards ray tracing in production.     
     With PRMan16Æs improved ray tracing features and speed, including the      
     radiosity cache, raytrace hider, and weighted sampling, we dive into       
     some of the newer production techniques.                                   
                                                                                
     Also important is making our scenes and shading efficient for ray          
     tracing, so we discuss different approaches to efficiency.                 
     Also new in PRMan16 is the ôPhysically Plausible Shadingö paradigm,        
     including coshaders and multiple importance sampling. These are            
     advanced topics we explore in this section of the course.                  
                                                                                
     Part 3 - Image Based Lighting                                              
                                                                                
     In CG film production, we rely on captured HDRI maps to drive realistic    
     lighting response from the environment.                                    
                                                                                
     In the course we test multiple unclipped HDRI Lightmaps using fully        
     raytraced importance-sampled shading. With proper unclipped HDRI maps      
     and importance sampled energy conserving shaders as our tools, we          
     demonstrate how we can properly configure materials that are consistent    
     and physically correct under different lighting conditions. Topics         
     covered include showing the requirement of high contrast lighting          
     environments to correctly setup materials, ie low contrast lighting        
     environments will not be sufficient for materials to be tuned across       
     all lighting scenarios. Also key is making sure our BRDFÆs are             
     normalized and energy conserving to be able to set material properties     
     (balancing of diffuse and specular) that hold across all lighting          
     environments.                                                              
                                                                                
     In addition to importance sampling the HDRI dome light, in some cases      
     it is more accurate to ôcut outö the extreme bright spots in the HDRI      
     and place those on geometric ôarea lightsö. These textured area lights     
     are then placed in the correct position and size with respect to the CG    
     object and sampled during rendering, with the resulting cutout area        
     filled with a neutral color in the original HDRI. As is often the case     
     of the CG object not being in the exact space of the HDRI capture, this    
     cutting out and placing of the area light textures can be more             
     representative since the solid angle math is only accurate at the exact    
     spot of the HDRI capture. Also, the resulting importance sampling on a     
     given area light with super bright exposure can be more efficient than     
     sampling that same region on the entire dome. Most importantly, the        
     correct distance from object and size of highlight is preserved.           
                                                                                
     Educated at Simon Fraser University in Computing Science and Computer      
     Graphics, Christos started contributing to the Animation and Film          
     industry during "co-op" work terms at Mainframe Entertainment in           
     conjunction with Simon Fraser University. He continued his career by       
     designing and developing shading software for Walt Disney's The Wild       
     feature film, followed by shading and lighting for Superman Returns,       
     Spider-Man 3, Beowulf, Christmas Carol, and Mars Needs Moms feature        
     films. Recently co-founding LollipopShaders.com, Christos develops         
     procedural solutions to shading and lighting, currently experimenting      
     with Physically Plausible Shading and Image Based Lighting. He             
     currently resides in Vancouver, BC, Canada.                                
     course syllabus                                                            
                                                                                
     Class 1                                                                    
     Procedural Variation - Part 1 We jump right into our first topics:         
     procedural variation. We bring up two great examples of procedural         
     variation in action. a rust/metals shaders and a treeleaf shader that I    
     developed for the Disney feature film "Mars Needs Moms". We outline the    
     "id's" needed in the modelling pipeline that the shaders pickup in         
     order to drive our procedural variation: we launch Houdini and show how    
     these id's are put into our treeleaf example. We then look at the          
     Renderman RIB file that Houdini generated from our scene, and see the      
     id's attached to each object. We follow with a simple shader example       
     that picks up these id's and creates a noise value for each unique id      
     on each tree leaf.                                                         
                                                                                
     Class 2                                                                    
     Procedural Variation - Part 2 We continue on with our procedural           
     variation topic, building on our "Tree Leaf" example. Previously we        
     built a very simple shader that picked up our "id" from the RIB file,      
     in this lesson we build a more comprehensive treeleaf shader that uses     
     this id to procedurally vary aspects of our shading. We can vary the       
     hue of the leaf color, specular roughness, opacity, and any other          
     attribute we chose. We look at the concept of the hue shift in             
     Photoshop, and build it into our shader, and we render from Houdini as     
     well as the RIB file.                                                      
                                                                                
     Class 3                                                                    
     Image Based Lighting - Part 1 We start off this section with a             
     discussion of HDRI maps, and how important it is in a Physically Based     
     system to use raw, unclipped maps. We take an example of a map with an     
     unclipped sun captured, examine its values in Photoshp and Houdini's       
     Mplay, and show some renders with it as well as other unclipped HDR's.     
     We look at traditional workflows of clipping the HDR's to 8-bit and the    
     render results and their workaround solutions in production, as well as    
     the shaders involved with this workflow. This sets us up for next          
     lesson where we render the same scene but with PRMan's "Physically         
     Plausible" shaders and lights and see the resulting renders with the       
     same unclipped HDR's.                                                      
                                                                                
     Class 4                                                                    
     Taking off from lesson 3 (Image Based Lighting, Part 1), we continue on    
     the topics of Image Based Lighting and Physically Based Shading. We        
     introduce the concept of Multiple Importance Sampling (MIS), where we      
     define importance sampling both the the material BRDF and the              
     physically-based light sources. Moving on, we look at the actual           
     implementation of our concepts in PRMan16+ (16, 17, à) with the new        
     "Physically Plausible Shading" paradigm introduced in PRman16; this        
     includes the new pipeline methods of lighting(), diffuselighting(), and    
     specularlighting(). We render some physically based glass with the         
     factory shipped glass.rib in PRMan, and look into our own physically       
     based scene with our van and our unclipped HDR light sources. In our       
     own scene we achieve our goal of rendering diffuse with no artifacts       
     from a raw unclipped HDR map. Inside our RIB file we go through the new    
     physically plausible shaders (plausibleMatte, plausibleDielectric,         
     plausibleConductor, and plausibleEnvlight).                                
                                                                                
     Class 5                                                                    
     Continuing on from our last lesson, we use our Physically-Plausible        
     scene in multiple lighting environments to demonstrate how our ONE         
     material setup holds across ALL lighting environments. We then look at     
     how a clipped HDR, or incorrect lighting environment, always leads to      
     material settings that fail to hold across multiple different lighing      
     environments. Thus we argue that you can't "fully tune" a material         
     using the old traditional methods of clipped HDR's and                     
     non-Physically-Plausible shading. To gain a deeper understanding of our    
     shading, we explore the details of our plausibleMatte,                     
     plausibleDielectric, and other plausible shaders in our scene. We also     
     look at the Fresnel coefficient and how that mixes between our diffuse     
     and specular sampling inside our plauisbleDielectric shader. Finally,      
     we introduce the workflow of cutting out the unclipped sun in 32-bit       
     mode from our HDR texture, and placing it onto an arealight instead -      
     something we will continue in the next lesson.                             
                                                                                
     Class 6                                                                    
     We continue with our Physically Plausible Shading, and Image Based         
     Lighting project. We move onto the topics of cutting out super bright      
     spots from our HDR and placing it onto an arealight, using the             
     plausibleSunlight shader, and placing it onto another                      
     plausibleEnvlight. In our exploration we notice pros and cons of each      
     approach, and look at the shaders and RIB file implementation.             
                                                                                
     Class 7                                                                    
     We continue with our Physically Plausible Shading, and Image Based         
     Lighting project. We cover related Ray Tracing topics such as sampling     
     the hemisphere related to cone angle and solid angle. We do a "furnace     
     test" on our scene to confirm normalized BRDF's and energy conservation    
     in our materials and lights.                                               
                                                                                
     Class 8                                                                    
     We start on a new topic, procedurally generated noise patterns for         
     specific techniques in production. This technique can be used for many     
     organic patterns found in nature, we look at a complex ocean shader        
     first in this lesson. We start off with a render of our ocean scene,       
     compare renders with the different noise layers, and talk about the        
     concept of the noise functions, as well as sine and cosine patterns for    
     our base layer ocean. Then we spend some time in Houdini going over our    
     scene, the shader setup for both surface and displacement, and the         
     parameters in the shaders. Finally we look at the concept of modifying     
     our noise call to create a "Sharp Crested" noise layer by applying         
     absolute value calls, inverting and offsetting our noise function.         
                                                                                
     Class 9                                                                    
     We continue with our project in procedural noise patterns for our ocean    
     surface and displacement shader. We go step by step through some of the    
     displacement parameters we talked about in the last lesson, and render     
     with changes in each parameter, looking at both the coreocean              
     displacement and the sharp-crested displacement. We look at the source     
     code for a basic FBM layered fractal noise, as well as our modified one    
     we use in the ocean displacement. We also talk about some of the dicing    
     strategy options in PRMan and displacement bound attribute.                
                                                                                
     Class 10                                                                   
     In this final lesson of our procedural noise shading section, we           
     continue with our ocean scene. We introduce procedurally generated         
     "whitecaps" to our ocean that are generated based on the vectors of the    
     individual noise layers. We look at a final render animation with the      
     whitecaps, then overview the shader parameters in our Houdini scene,       
     and go into a lesson on the vector math that drives the shading. We        
     also look at our "noise time" parameter for animating our sharpcrests      
     displacement layer. In addition we look at how these very same             
     techniques can be used to simulate other patterns in nature such as        
     snow, and we look at a snow shader with its corresponding renders, as      
     well as the parameters in a Houdini scene.                                 
                                                                                
                                                                                
                                                 

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     Type .... : Instructional Video
     Genre ... : Bookware
     Disks ... : 67
     URL ..... : https://www.fxphd.com

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█▓▒ ▓       A) Unpack this release using your favorite RAR unpacker.      ▓ ▒▓█
▒█▓▒█       B) Load up the tutorial, and expand your knowledge.           █▒▓█▒
█▓▒ ▓       C) Sit back, and enjoy!                                       ▓ ▒▓█
▒█▓▓█ ▄▀▄                                                             ▄▀▄ █▒▓█▒
█▓▓ ▓▄ ▀                                                               ▀ ▄▓ ▓██
▒▀█▓▓▒   ▄▀ ▄                                                     ▄ ▀▄   ▒▓▓█▀▒
   ▀▓█▄▄▓▒ ▀▄▀    ▄▄▄▄▄                                 ▄▄▄▄▄    ▀▄▀ ▒▓▄▄█▓▀
     ▀▓▄▀▀▄▄   ▄▓▀▓▀  ▀▀▄    ░                   ░    ▄▀▀  ▀▓▀▓▄   ▄▄▀▀▄▓▀
  ▀▄▄ ░█░  ██▓▓█░▓░ ▄▓▄ ░█  ░▒  ▄▄▄█▀▀▀▀▀▀▀█▄▄▄  ▒░  █░ ▄▓▄ ░▓░█▓▓██  ░█░ ▄▄▀
   ░█▓▓▀▄▄▓▀█ ▀▀█▄▀  ▀ ▄█░ ▒▓▄█▀▀             ▀▀█▄▓▒ ░█▄ ▀  ▀▄█▀▀ █▀▓▄▄▀▓▓█░
▄▄▄█▓▓▀▀█▀  ▄     ▀   ▓▓██▄██▓░  .: J O I N :.  ░▓██▄██▓▓   ▀     ▄  ▀█▀▀▓▓█▄▄▄
█▓▒ ▓   ▄              ▀▀▀▒▓███▄               ▄███▓▒▀▀▀              ▄   ▓ ▒▓█
▒▀█▓▓▒   ▄▀ ▄                                                     ▄ ▀▄   ▒▓▓█▀▒
       ▄█▄                FIND US, HELP US, JOIN US!                  ▄█▄
   ▀▓▓███▓█▄        ▄                                     ▄        ▄█▓███▓▓▀
      ▀██▀▀▓██▄▄▄▄█▀  ▄▄▄▄▄▄                       ▄▄▄▄▄▄  ▀▓▄▄▄▄██▓▀▀██▀
       I█  ▓█▀▀▀▀  ▄▓▓▀   ▀▀▀▓▄        ▀        ▄▓▀▀▀   ▀▓▓▄  ▀▀▀▀█▓  █▌
       ▀   ░      I▓▓▌         ▀▀▄▄   ▄▓▄   ▄▄▀▀         I▓▓▌      ░   ▀
                   ▀▓▓▄            ▀▀▀▀ ▀▀▀▀            ▄▓▓▀ 
                      ▀▀▀      QUALITY BOOKWARE!      ▀▀▀   

Files

PathSize
t-fxprtp.r0028,61 MB
t-fxprtp.r0128,61 MB
t-fxprtp.r0228,61 MB
t-fxprtp.r0328,61 MB
t-fxprtp.r0428,61 MB
t-fxprtp.r0528,61 MB
t-fxprtp.r0628,61 MB
t-fxprtp.r0728,61 MB
t-fxprtp.r0828,61 MB
t-fxprtp.r0928,61 MB
t-fxprtp.r1028,61 MB
t-fxprtp.r1128,61 MB
t-fxprtp.r1228,61 MB
t-fxprtp.r1328,61 MB
t-fxprtp.r1428,61 MB
t-fxprtp.r1528,61 MB
t-fxprtp.r1628,61 MB
t-fxprtp.r1728,61 MB
t-fxprtp.r1828,61 MB
t-fxprtp.r1928,61 MB
t-fxprtp.r2028,61 MB
t-fxprtp.r2128,61 MB
t-fxprtp.r2228,61 MB
t-fxprtp.r2328,61 MB
t-fxprtp.r2428,61 MB
t-fxprtp.r2528,61 MB
t-fxprtp.r2628,61 MB
t-fxprtp.r2728,61 MB
t-fxprtp.r2828,61 MB
t-fxprtp.r2928,61 MB
t-fxprtp.r3028,61 MB
t-fxprtp.r3128,61 MB
t-fxprtp.r3228,61 MB
t-fxprtp.r3328,61 MB
t-fxprtp.r3428,61 MB
t-fxprtp.r3528,61 MB
t-fxprtp.r3628,61 MB
t-fxprtp.r3728,61 MB
t-fxprtp.r3828,61 MB
t-fxprtp.r3928,61 MB
t-fxprtp.r4028,61 MB
t-fxprtp.r4128,61 MB
t-fxprtp.r4228,61 MB
t-fxprtp.r4328,61 MB
t-fxprtp.r4428,61 MB
t-fxprtp.r4528,61 MB
t-fxprtp.r4628,61 MB
t-fxprtp.r4728,61 MB
t-fxprtp.r4828,61 MB
t-fxprtp.r4928,61 MB
t-fxprtp.r5028,61 MB
t-fxprtp.r5128,61 MB
t-fxprtp.r5228,61 MB
t-fxprtp.r5328,61 MB
t-fxprtp.r5428,61 MB
t-fxprtp.r5528,61 MB
t-fxprtp.r5628,61 MB
t-fxprtp.r5728,61 MB
t-fxprtp.r5828,61 MB
t-fxprtp.r5928,61 MB
t-fxprtp.r6028,61 MB
t-fxprtp.r6128,61 MB
t-fxprtp.r6228,61 MB
t-fxprtp.r6328,61 MB
t-fxprtp.r6428,61 MB
t-fxprtp.r6526,28 MB
t-fxprtp.rar28,61 MB
t-fxprtp.sfv1,50 KB
tutor.nfo25,42 KB