RifPlugin
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Introduction
The RenderMan_for_Maya plugin outputs Maya hair, fur and grass as
curves. The data for
each "patch" of fur is saved as a binary file stored within a zipped
rib; a so-called
rib-in-.zip file. Fur data files are
often very large and, as a consequence, when a frame is re-rendered the "cost" of
generating the same data is repeatedly incurred. Unlike other geometries, hair, fur and grass
cannot be exported as a pre-baked rib
neither can a rib archive node
be used to write a curves archive.
Phase 1 - baking passThe rif is activated and a frame or range of frames are rendered. Phase 2 - beauty passAfter the rib archives have been generated the original geometry is hidden and a rib archive node is used to reference the archives. |
Step 1 - Referencing the Rif Plugin in Maya
1.1 Set the project directory and open the Maya scene that uses hair, fur or grass.
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Step 2 - Baking the Fur2.1 Render a single frame. For speed the hair, fur or grass elements in the scene will not appear in the rendered image but their rib archives will be generated. For example, in the case of a project named "chars" and a scene named "curly" with two objects named "BraidsShort1:hairAll" and "Tsubuichi:hairAll" the archive ribs written by the rif would be, |
maya/projects/chars/RIB_Archive/ |_curly.0001.rib |_curly_ribs/0001/ |_BraidsShort1_pfxHairShape1_1.0001.rib |_Tsubuichi_pfxHairShape1_1.0001.rib |
The rib shown above in blue is an archive that will be used in step 3. In the case of "curly.0001.rib" it would have the following rib statement. |
##RenderMan RIB #bbox: -3.67499 -3.41063 -4.82254 3.80517 5.04039 1.29978 version 3.04 ReadArchive "RIB_Archive/bake_hair_ribs/0009/BraidsShort1_pfxHairShape1_1.0009.rib" ReadArchive "RIB_Archive/bake_hair_ribs/0009/Tsubuichi_pfxHairShape1_1.0009.rib" |
Step 3 - Using a Rib Archive
This step demonstrates how the |
Step 4 - Assigning a Material4.1 Select the RenderManArchive1 node and choose "Add Custom Shading Group". 4.2 Right-mouse click in the text field and choose an existing material.
Although the root and tip colors have been baked into the curves archive files further
look-dev and now occur using the material assigned to the custom shading group.
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© 2002- Malcolm Kesson. All rights reserved.