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bnvm
05-23-2006, 03:08 PM
I am fairly new to mtor and have a few questions. I've tried posting at pixar.com but I haven't gotten a response. How do you render hair with mtor 6.5. It is suppost to be automatic now but I just cant get it to work, also is there any way to render out separate light passes using slim? I am sure there will be situations where I will want several light passes and I would rather not write a bunch of shaders to do it. Any suggestions would be great, thanks.

-bnvm

nurcc
05-29-2006, 06:50 PM
Renderman for Maya has automatic fur.
Using RAT, you'll probably still be using mtor ultrafur. If you search your RAT documentation for "Fur Overview" you can find the relevant instructions.

darktding
05-29-2006, 07:36 PM
slim is a very versatile tool when it comes to what you can do with renderman in maya.
Apart from shaders, it comes with some basic off the shelf ribgens. These ribgens is what you want to use. Although looking at the dso code, I must mention they are very inefficient since they use mtor mel scripts to get the work done. I for one am very surprised that Pixar released a dso by taking shortcuts and using mel scripts when a more efficient way of using maya api classes to get the job done; so when you render tonnes of hair it will chug maya.
Also note that these are ribgens, meaning the ribs get written to disk first then opens prman. I am sure there is a way to make ribs during rendering stage though I havent gone so far. In the docs there are RifPlugs, that replace certain key words into lines of code.
I also beleive that the mtor plugin recognises paintfx strokes... so if u used maya paint fx hair stuff and did a render it would show up.
Dont forget tcl (though a weird language) is your friend when you want to do smart tricky stuff.
oh and have fun!

nurcc
05-30-2006, 04:58 PM
Also note that these are ribgens, meaning the ribs get written to disk first then opens prman. I am sure there is a way to make ribs during rendering stage though I havent gone so far. In the docs there are RifPlugs, that replace certain key words into lines of code.
Mtor ultrafur is a good example of this. In the Rib, it outputs a procedural call, with just the sampling information necessary to eventually create the hair, but no actual geometry. The geometry is computed later by the procedural shader, when PRman is actually rendering.

I also beleive that the mtor plugin recognises paintfx strokes... so if u used maya paint fx hair stuff and did a render it would show up.
There are a couple of types of fur rendering you can do, based on how much of Maya's information you need to use. mtor Ultrafur is the most complicated and powerful.

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