Tags : deepshadows, dicing, fur, hair, shadowmap, ver4
Fur rendering inside RenderMan could not be easier. RenderMan supports Mayas fur in the software renderer, so it is not a post process. This allows us anti-alias, motion blur and shadow it correctly, as well as having the ability to control how these are done. To show you fur rendering, and some options related to it, we have wheeled out the good old cactus.
Open the scene called Rendering_Fur/scenes/fur_start.mb
Here we see a sort of cactus-like plant in a pot.
We can see the fur is automatically rendered. If you are rendering a lot of thin hair you may want to enable “Sigma Hiding”; which enables specific hiding algorithms, designed for use with very thin, small pieces of geometry. This will give you a better balance of anti-aliasing, memory management and speed than raising the Pixel Samples global setting.
Now to improve the ground shadow and the inter fur shadowing.
Select spotLight1, open the Attribute Editor and go to Attributes > Renderman > Add Shadow Attrs
For more information on Deep Shadows look at the Deep Shadows HowTo.
That is better. The fur is a little grainy, so we turn up our pixel samples to try to smooth this out.
- Open the Render Settings and navigate to the Quality Tab.
Turn the Pixel Samples up to 6 and 6.
The hair has now lost its grain. Sometimes, if you are dealing with lots of hair or fur, you may end up needing fairly large Pixel Samples values. In order to combat this and help with memory management, add the Sigma Hider.
- Select the cactus_FurFeedbackShape node and open the Attribute Editor.
Go to Attributes > Renderman > Manage Attributes.
Select Sigma Hiding from the list and click Add.
We can also make these thin curves cheaper for us to shade, and more memory-efficient for long strands that span multiple buckets, by adding the Dice Hair attribute.
Repeat step 3 and select Dice Hair
Project Files .rar
Library - Fur in Stuart Little