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Courses
Procedural Shading in RenderMan
Wednesday, 15 December | 7:00 午後 - 8:45 午後 | Room E6
Proceduralism is a powerful concept in computer graphics. It facilitates scenes of enormous scale, exquisite varieties of detail, and impressive efficiency. However, artists who are fluent in procedural techniques are still rare, and many studios miss out on the possibilities that this exciting field offers. This course explores how to create procedural shaders without programming, using Pixar's industry standard renderer, RenderMan, and its Autodesk Maya-based front-end, RenderMan Studio.
The first section of the course is an overview of RenderMan, its history, use in the industry, important features, and how it works. Topics include the Reyes pipeline and how it has helped to create some of the most impressive visuals in computer graphics, and proceduralism: its pros and cons, both in general and as it applies to shading.
The second section is a live demonstration of how to create a procedural animated shader for an orange that ages over time, from unripe to fresh to old and dusty. The demo begins with a sphere in Maya, then shows how to create all the detail using a shading network in RenderMan Studio. No textures are used. The look is created entirely with noise, splines, displacement, and more! Finally, the course presents examples of how the techniques used in shading the orange apply in industry and beyond.
Level
Beginner
Intended Audience
Technical or non-technical artists who want to learn about RenderMan and/or procedural shading. The concepts are directly applicable in animation and visual effects, and they are also valuable in real-time and game graphics, where use of and interest in procedural shading is growing.
Presentation Language
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
Prerequisites
Basic familiarity with computer graphics and rendering. Attendees should have opened a 3D application, created a sphere, and clicked render. No programming or scripting experience is necessary, though some of the concepts presented are more meaningful to those who have a deeper understanding of rendering technology.
Syllabus
Introduction
Course Overview
Instructor Background
Proceduralism
Definition
Examples
Pros and Cons
Detail
Variety
Efficiency
Difficulty
Slowness
Fragility
Survey of Procedural Tools
Modeling
Shading
Animation
Texture
Introduction to RenderMan
What is RenderMan?
RIB and RSL
RenderMan Studio
Rfm
Slim
Alfred
It
Live Demo: Procedural Shading of an Aging Orange
Simple Materials
Modular shading
Diffuse and specular
Patterns & Displacement
Turbulence and noise
Displacement and bump mapping
Colorizing a grayscale pattern
Modeling an orange stem using a displacement ramp
Manifolds and warping for stretched fractals
Combining patterns
Layered Shading
Adding a dust layer to the orange shader
Using facing direction and noise for opacity
Parameterizing the Shader for Aging
Concept for aging
Parameterizing dust opacity with age
Parameterizing color with age
Float splines for remapping time
Parameterizing displacement with age
Parameterizing specular with age.
Adding mold and dirt
Applications
Inorganic materials
Example: an alleyway aging over time
Questions and Answers
Paul Kanyuk
Pixar Animation Studios
Instructor Bios
Paul Kanyuk is a lead technical director at Pixar Animation Studios with credits on "Cars", "Ratatouille", "Wall-E", and "Up". His specialties are crowd simulation, shading, and rendering, and he is responsible for the procedural animation and rendering of numerous crowd spectacles, including the hordes of rats in "Ratatouille", the deluge of falling passengers in "Wall-E", and the vicious pack of dogs in "Up". He earned his BSE in digital media design at the University of Pennsylvania and teaches courses in RenderMan and Crowd Simulation at the Academy of Art University in San Francisco.




