Renderman

Articles

  • 01-Beginning

    012018-Jan-25

    First an introduction about the interface we will be making use of to create and render our animation. That interface is Pixar’s RenderMan Interface; from this point on we will use the ${RMANTREE}/include/ri.h file (installation is described below) as our reference for the interface.

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  • 02-Reading RIB

    012018-Jan-25

    Previously we ended with an example complete renderable RIB scene that prman understood and would produce our first image. Now let’s take a closer look at the contents of that scene. The First Three Lines ##RenderMan RIB ##Scene beginning.rib version 3.04 lines 1-3 The first three lines of this particular RIB scene setup how the rendering program deals with the rest of the scene content. Lines starting with a hash character denote comments, these are normally ignored and are for human annotation only.

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  • 03-Quadratics

    012018-Jan-26

    In this article we will look at the (simple) quadratics included in the RenderMan Interface. These for the time being will be our default primitives when used in various scenes, at least until we get to more complex surfaces. Blocking The RenderMan Interface is quite large so I’ll only point out interesting bits of it as we go. The following go program creates a frame per (simple) quadratic type, sphere, disk, torus, cylinder and cone.

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