Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uunet!world!katefans From: katefans@world.std.com (Chris'n'Vickie of Chicago) Newsgroups: comp.graphics Subject: Re: renderman Message-ID: <1991Jan23.021800.7203@world.std.com> Date: 23 Jan 91 02:18:00 GMT Sender: katefans@world.std.com (Chris'n'Vickie of Chicago) Organization: The World @ Software Tool & Die Lines: 84 Chris here, Minghsun Liu asked: > I read in the Jan. issue of Byte that several software developers are > working to incorporate the ability to produce RIB file into their > modeler products. Is there a modeler that is capable of produce RIB > file on the market today? Well the ones that I know right off the top of my head are: VIDI for the Mac either "Super" or "Swivel" 3-D for the Mac VGA-Topas for the PC This is a new 8-bit version of AT&T's Topas that could serve as a very nice front end for PC RenderMan. VGA-Topas can render to 8 bits for test rendering, and then output a .RIP file for final output. Digital Arts is close to having a fully RenderMan compliant modeler and renderer. Currently the animation part of the program outputs a "pseudo-renderman" file called a ".rip" file. PIXAR states that hierarchy and complex transformations are the domain of modeling programs, but these motions have to be reduced to simple "translations" and "rotations" for the RenderMan file. So, how do we pass these complex motions to the renderer for motion blur calculations? --------------------------------------------------------------------------- Eric Haines asked: > By the way, has anyone other than Pixar developed any non-trivial > implementation of RenderMan (i.e. trivial == scan-line polygons only, no > shadows, with all the other features unimplemented)? Just curious. Digital Arts (see above) As I understand it, the problem is that the renderer can safely ignore any rendering specs that it can't handle (ray-tracing, displacement, etc.), but it _must_ properly render every type of geometry in the specification, patches, quadrics, NURBS, and all. I guess this would include trimmed NURBS up to 20th order. Sheesh. -------------------------------------------------------------------------- Paul Crowley writes: >> Has anyone done any work on making things look dirty and worn? >> Everything in the computer-graphic world is shiny and new. and Randy Brown replied: > There is a bowling alley shot that I believe Tom Porter did for Pixar for > a poster advertising RenderMan. The bowling pins looked pretty marked up. > It's true, though, that even computer-generated imperfections usually look > too perfect. The marks were put on with a texture map of random black marks used two different ways; first as an ordinary texture (image) map and also as a displacement map. It might seem kind of dumb, but if you want dirty, beat-up things simply _scan_ a dirty beat-up thing. Try prying up a well-trod floor tile. Use that as a texture or bump map, or as a displacement map if you're lucky enough to have it. Displacement mapping is _wonderful_! I've made an ice- cream cone that I'm quite proud of.... -------------------------------------------------------------------------- About the Pixar patents thing - motion blur is one of the greatest competitive advantages Pixar has over every one else in the commercial animation world. I don't begrudge Pixar holding back this one thing when I think how many advances they have introduced to my field. To my knowledge Pixar has had only two products, the (now defunct) rendering engine (and software for it), and RenderMan. I don't know how they've managed to remain in business. You can't run a company like a university. Give'em a break. Chris Williams katefans@chinet.chi.net Digital Arts *** TDI Explore *** TOPAS *** Video Toaster *** RenderMan (soon)