9/17/2023 0 Comments Renderman books![]() ![]() Once you get a decent base in realistic (and not usually interactive) rendering, books aren't as necessary just read papers from SIGGRAPH and Eurographics - almost all are available online somewhere. Physically Based Rendering is a great book for getting into more advanced topics. Please share any knowledge or advice you can give for this motivated self-learner. Oh and I understand learning this much is likely a huge amount to tackle, but even if I fall short, I will have learned quite a bit. I know how to write a basic ray tracer and I'm definitely not afraid of math (If I was, graphics would NOT be on my radar.), though I'm not very good at it right now, so essential math texts would be greatly appreciated. However, I don't really know where to look beyond the essential Computer Graphics texts. I'm trying to assemble a reading list to dive into the field myself. I'm an undergraduate very interested in computer graphics, but lacking in resources and mentors since I attend a very good liberal arts uni with a small CS department with no one really into graphics. (That was mild sarcasm as I'm actually studying for a Programming Languages exam, but that's neither here nor there.) Hello Proggit, hope you're having a fine morning as I am. Are you interested in promoting your own content? STOP! Read this first.For posting job listings, please visit /r/forhire or /r/jobbit.Do you have something funny to share with fellow programmers? Please take it to /r/ProgrammerHumor/.Do you have a question? Check out /r/learnprogramming, /r/cscareerquestions, or Stack Overflow.Direct links to app demos (unrelated to programming) will be removed.If there is no code in your link, it probably doesn't belong here. Just because it has a computer in it doesn't make it programming.That means no image posts, no memes, no politics.Please keep submissions on topic and of high quality.Cheers, J.C./r/programming is a reddit for discussion and news about computer programming They all have their strengths and weaknesses. And it's worth noting that the screaming and yelling used to happen with prman too. I've watched Mario scream, yell, and beat his head against the wall: but he gets some really nice pictures out of mantra - it's all in the little niggly details of implementation that the differences start to show. Mantra isn't bad at all, it's not even “not bad” - it's really good. But “learning mantra” is more than knowing to convert a vector to three floats…it's that for sure, but learning techniques outside of the specific renderer then applying those concepts is what it's all about, once you get past tmaps and shadows. What I believe Jeff was trying to point out were the concepts behind the renderers…*those* are tremendously valuable and can indeed be shared between packages. It's not a question of “is learning rman any different than learning mantra” - the answer to that is yes, of course it's different! They share many similarities but they have differences in some approaches and certainly syntactically. I think the question is a little misplaced. Answer 2: Learning how to assemble a shader, how to deal with attributes and the general understanding of programming constructs will make you an even stronger houdini user. All shops certainly could use strong shader writers along with good Houdini skills. This industry needs more visual effects artists that can re-assemble ribs and write their own shaders to get around production issues. You ask “why spending time and money (and this is really BIG oney) studing PRMan?” Answer 1: There are so very few people in this industry that can write even simple trivial shaders. How do you write an illuminance loop let alone do one in VOPs? You have to read the Renderman Companion to get the basics then read the Advanced Renderman Guide to fill in the holes then attempt in VOPs. Just looking at a vop network won't get you there for advanced shaders. You can apply what you learn to VOPs though and for the most part completely disregard aliasing issues as each VOP is written to be self-anti-aliasing. Advanced Renderman and the Procedural Texturing and Modelling books do go in detail on how to anti-alias your shaders and that is where the understanding of calculus comes in most. The big issue with writing shaders for RenderMan and Mantra is managing anti-aliasing and the nyquist limit (what?) due to the very nature of how the two renderers evaluate shaders at the micro-polygon level. Second, it is necessary to study how shaders work and how RenderMan and Mantra call shaders in what order and when, if you want to do more than just layer shaders and use simple lighting models like phong, blinn, lambertian with lots and lots of texture maps. First RenderMan set's the standard for feature film rendering right now. ![]()
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