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- From: lg@lenny.sfrn.dnai.com (Larry Gritz)
- Newsgroups: comp.graphics.rendering.renderman,comp.answers,news.answers
- Subject: RenderMan FAQ - monthly posting
- Followup-To: comp.graphics.rendering.renderman
- Date: 2 Dec 2002 18:41:47 GMT
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- Xref: senator-bedfellow.mit.edu comp.graphics.rendering.renderman:23574 comp.answers:52147 news.answers:242463
-
- Archive-name: graphics/renderman-faq
- Posting-Frequency: monthly
- Last-modified: 1 Oct 2002
-
- This is the Frequently Asked Questions (FAQ) list for the
- comp.graphics.rendering.renderman newsgroup. Please review this FAQ
- before posting questions to c.g.r.r.
-
- You can find translations of this FAQ in the following places:
- Russian - http://www.dream.com.ua/cgrr_faq.html
- Japanese - http://www.gimlay.org/~andoh/cg/faq/renderman.html
-
-
-
- Contents: (* indicates changes since last time)
- ---------
-
- Administrivia:
- Q: Where can I get translations of this FAQ into other languages?
- Q: What is the charter for comp.graphics.rendering.renderman?
- Q: What other newsgroups have closely related material?
- Q: Where is comp.graphics.rendering.renderman archived?
- General RI Questions:
- Q: What is "RenderMan"?
- Q: Where can I find documentation on the RenderMan Interface?
- Q: What's the difference between the procedural interface and RIB?
- Q: What features are required in the RenderMan Interface? What features
- are optional?
- Q: What do I have to do in order to call my software "RenderMan compliant"?
- Implementations:
- Q: What implementations of the RenderMan standard are available?
- Q: Is PRMan a ray tracer? / How can PRMan do reflections if it's not
- a ray tracer? / Was a ray tracer used for reflections in Toy Story?
- How about A Bug's Life? How about Toy Story 2?
- Q: Is there a Macintosh/OS X/Be/Other port of BMRT? In the works?
- Will the author of BMRT let me do the port to Mac/OS X/Be/Other?
- Q: How can I make objects cast semi-transparent shadows in BMRT?
- When I try, the shadows look fully opaque.
- Miscellaneous:
- Q: What alternate bindings exist to support the RenderMan Interface?
- Q: What front ends (modelers, etc) support the RenderMan Interface?
- Q: What other net resources exist which are related to RenderMan?
- Q: Where can I get the Pixar videos?
- Q: What is the correct capitalization of "Pixar"?
-
-
- Nomenclature:
- RI = RenderMan Interface, often refers to the spec document.
- RC = _The RenderMan Companion_ by Steve Upstill.
- SL = Shading Language.
- PRMan = Pixar's PhotoRealistic RenderMan product
- BMRT = Blue Moon Rendering Tools
- ARMan = _Advanced RenderMan: Creating CGI for Motion Pictures_,
- by Tony Apodaca and Larry Gritz.
-
-
- ===========================================================================
-
-
- Q: Where can I get translations of this FAQ into other languages?
- -----------------------------------------------------------------
- Russian - http://www.dream.com.ua/cgrr_faq.html
- Japanese - http://www.nk-exa.co.jp/~andoh/cg/faq/renderman.html
-
-
-
- Q: What is the charter for comp.graphics.rendering.renderman?
- -------------------------------------------------------------
-
- comp.graphics.rendering.renderman is an unmoderated newsgroup
- intended for the discussion of the RenderMan standard (e.g.
- definition, semantics, usage, tips), the RenderMan Shading Language
- (e.g. posted shaders, questions, tips), particular RenderMan
- implementations, software that uses the RenderMan interface (e.g.
- RIB-producing modelers, third party shaders), and comparisons,
- comments and questions about RenderMan in general.
-
- This group is NOT intended for the distribution of images or RIB
- files. Large data or binary files should be uploaded to appropriate
- FTP or web sites and announced on the newsgroup, but not posted
- directly.
-
-
-
- Q: What other newsgroups have closely related material?
- -------------------------------------------------------
-
- comp.graphics.animation : computer animation
- comp.graphics.algorithms : algorithms for graphics
- comp.graphics.rendering.raytracing : the technique of ray tracing
- comp.graphics.visualization : visualizing scientific data
- comp.sys.next.programmer : programming NEXTSTEP
- alt.movies.visual-effects : discussion of movie effects
- sci.image.processing : technicalities of image processing
- alt.graphics.pixutils : pixel and image utilities
-
- The FAQ's for these groups (and most others) can be found at
- http://www.faqs.org/faqs/
-
-
-
- Q: Where is comp.graphics.renderman archived?
- ---------------------------------------------
-
- Try http://groups.google.com
-
-
-
-
- Q: What is "RenderMan"?
- -----------------------
-
- Here's the most brief explanation I could come up with:
-
- According to RI (3.1 spec, p. 3): "The RenderMan Interface is a
- standard interface between modeling programs and rendering programs
- capable of producing photorealistic quality images."
-
- RenderMan is in many respects similar to PostScript, but for 3D
- primitives. The goal is to provide a standard mechanism for modeling
- and animation software to send data to rendering systems in a device-
- independent way, and with minimal regard to the actual rendering
- algorithms being used. A particular RenderMan implementation may use
- scanline methods (z-buffer, REYES), ray tracing, radiosity, or other
- methods.
-
- An important aspect of the RenderMan Interface is the Shading
- Language (SL). SL breaks the restrictive paradigm of surfaces being
- described by a small number of parameters (Ka, Kd, Ks, etc.). SL
- allows the user to write her own arbitrarily complex descriptions of
- how lighting and shading should be computed.
-
-
-
- Q: Where can I find documentation on the RenderMan Interface?
- -------------------------------------------------------------
-
- The book _Advanced RenderMan: Creating CGI for Motion Pictures_ by
- Tony Apodaca and Larry Gritz (Morgan-Kaufmann, 1999) is quite
- comprehensive and is *the* bible for RenderMan use these days.
- There's also web materials available from http://www.mkp.com/renderman
- You can order it from http://www.mkp.com or also from your favorite
- online (or brick-and-mortar) book store.
-
- The official RenderMan Interface specification (now at release
- 3.2) is surprisingly readable for a standard document, but not in any
- way a tutorial. A must for any serious RenderMan user, it's available
- online at Pixar's web site:
- http://renderman.pixar.com/oroducts/rispec
-
- _The RenderMan Companion: A Programmer's Guide to Realistic
- Computer Graphics_, by Steve Upstill (Addison-Wesley, 1989, ISBN
- 0-201-50868-0) is an excellent introduction to the procedural API and
- the Shading Language. Unfortunately, it doesn't address RIB at all,
- and the SL section is rather naive -- no antialiasing, relatively
- simple shaders, etc. The next step for the advanced user is
- the Siggraph '98 course notes, described below.
-
- If you're interested in SL, or procedural shading in general,
- check out _Textures and Modeling: A Procedural Approach_, by Ebert,
- Musgrave, Peachey, Perlin, and Worley (Academic Press, 1994, ISBN
- 0-12-228760-6). The second edition was released in 1998, and contains
- updates and new material. The book web site is
- http://www.csee.umbc.edu/~ebert/book2e.html
-
- There are several good course notes from courses taught at
- SIGGRAPH conferences:
- Siggraph '90 course 18 - The RenderMan Interface & Shading Language
- Siggraph '92 course 21 - Writing RenderMan Shaders
- Siggraph '95 course 4 - Using RenderMan for Animation Production
- Siggraph '98 Course #11 - Advanced RenderMan: Beyond the Companion
- Siggraph '99 Course #25 - (repeat with revisions of the '98 course)
- Siggraph '00 Course #40 - Advanced RenderMan 2: RI_INFINITY and Beyond
- Siggraph '01 Course #48 - Advanced RenderMan 3: Render Harder
- Siggraph '02 Course #16 - RenderMan in Production
- Many of these are available downloadable in PDF form at
- http://www.renderman.org/RMR/Books/index.html#Sig
-
- Here are some other technical papers that discuss either the
- RenderMan Interface or some of the technologies behind its
- implementation(s):
-
- Cook, Carpenter, and Catmull. "The Reyes Image Rendering Architecture",
- Computer Graphics 21(4):95-102, 1987. (Describes the rendering
- method that prman uses.)
-
- Gritz, Larry, and J.K. Hahn. "BMRT: A Global Illumination
- Implementation of the RenderMan Standard", _Journal of Graphics
- Tools_, Vol. 1, No. 3, pp. 29-47, 1996.
-
- Hanrahan and Lawson. "A Language for Shading and Lighting Calculations",
- Computer Graphics 24(4):289-298, August 1990. (Describes SL.)
-
- Reeves, Salesin, and Cook. "Rendering antialiased shadows with
- depth maps", Computer Graphics 21(4):283-291, July 1987. (Describes
- the methods that prman uses to compute shadows.)
-
- Slusallek, Pflaum, and Seidel. "Implementing RenderMan--Practice,
- Problems and Enhancements." Proceedings of Eurographics '94.
- (Describes their implementation.)
-
-
-
-
-
- Q: What's the difference between the procedural interface and RIB?
- ------------------------------------------------------------------
-
- Two official bindings exist for the RenderMan Interface. The first
- is a procedural API, i.e. a collection of library routines callable
- from an ANSI C program. Those functions all start with Ri, for
- example RiBegin(). The procedural API is explained in great detail in
- _RC_ and in the RI standard document.
-
- The second binding is called RenderMan Interface Bytestream (RIB).
- RIB is an ASCII (or binary) metafile format. In general, there is a
- one-to-one correspondence between the API calls and their equivalent
- RIB directives. RIB is useful for archival and later rendering,
- rendering over a network, and hacking scenes by hand. RIB is
- unfortunately not documented in _RC_, but is exhaustively detailed in
- _RI_.
-
- The usual way that RenderMan is used is for a program (modeler) to
- make the procedural API calls. The program is linked to a library
- which, for each API call, outputs the corresponding RIB to a file.
- That archived RIB can later be sent to a standalone renderer which
- inputs the RIB and outputs rendered images.
-
-
-
-
- Q: What features are required by the RI? What is optional?
- -----------------------------------------------------------
-
- The full list of requirements for a RenderMan-compliant renderer
- is given in the RenderMan Interface Specification.
-
- Basically, a RenderMan-compliant renderer should minimally provide
- the following features:
-
- Complete hierarchical graphics state
- Orthographic and perspective viewing transformations
- Hidden surface removal
- Pixel filtering and antialiasing
- Gamma correction and dithering before quantization
- Produce images containing any combination of RGB, A, and Z at a user
- specified resolution
- Support all of the geometric primitives of the standard (including
- quadrics, polygons, bilinear and bicubic patches, trimmed NURBS,
- and subdivision surfaces)
- Programmable shading of lights, surfaces, displacements, and
- volumes with shaders in RenderMan Shading Language.
- Provide the ability to index texture, environment, and shadow maps.
- Provide the 15 standard light source, surface, volume, and
- displacement shaders
-
- This is actually quite a lot -- you'll find few rendering systems,
- free or commercial, which provide as many features as even the minimal
- RenderMan requirements.
-
- In addition, RenderMan-compliant renderers may support several
- optional capabilities. Many of these features are very advanced, and
- some rendering algorithms simply cannot support certain features, so
- the availability will tend to vary from implementation to
- implementation. The optional capabilities include:
-
- Solid Modeling (CSG) Special Camera Projections
- Multiple Levels of Detail Motion Blur
- Depth of Field Area Light Sources
- Deformations Displacements
- Spectral Colors Volume Shading
- Ray Tracing Radiosity
-
-
-
-
- Q: What do I have to do in order to call my software "RenderMan
- ---------------------------------------------------------------
- compliant"?
- -----------
-
- You must support all of the required features, including all of
- the geometric primitive types. You must implement all of the API
- calls or RIB requests, even for features you don't support (i.e. at
- least have function stubs so your library accepts the calls). You
- must not allow information to be sent through any alternative calls
- not defined by the interface, and you may not use any alternate
- language for programmable shading.
-
- If you write a RenderMan compliant renderer, you must obtain a
- no-charge license from Pixar (in writing). You basically attest that
- your software is compliant with the standard and that you won't abuse
- Pixar's trademark and copyrights.
-
- Modeling programs which use the RI standard (i.e. output RIB or
- make the API calls) may do so without a license, but must display
- Pixar's copyrights as follows:
-
- The RenderMan (R) Interface Procedures and Protocol are:
- Copyright 1988, 1989, Pixar
- All Rights Reserved
-
-
-
-
- Q: What implementations of the RenderMan standard are available?
- ----------------------------------------------------------------
-
- A lot has changed in the past few years, now there are a plethora
- of RenderMan-compliant (or mostly compatible, or somehow related)
- renderers. Here are the main players, listed roughly in the order
- that they were made available to the public. The descriptions are
- supplied mostly by the authors, and the FAQ maintainers makes no
- specific claims or guarantees about the features or compatibility of
- the packages, nor should inclusion in the list imply endorsement of
- any products (except where noted). Lists of RMan-compliant renderers
- (even more extensive than this one) can be found at
- http://www.dotcsw.com/links.html and
- http://www.exluna.com/products/links.html
-
- Pixar's implementation of the RenderMan standard is a product
- called PhotoRealistic RenderMan ("PRMan", for short). PRMan is the
- most widely used implementation, and in fact dominates the high-end
- rendering scene for feature films. PRMan has been used by many
- production houses, including ILM, Digital Domain, Disney, Sony
- Pictures Imageworks, Tippet, and others. It was used to render
- effects for The Abyss, Terminator 2, Jurassic Park, Casper, Apollo 13,
- Contact, Starship Troopers, Toy Story (Classic and II), A Bug's Life,
- Star Wars I, Dinosaur, and many many other films. PRMan is sold by
- Pixar as the "RenderMan Toolkit" and is available for SGI, Sun, DEC
- Alpha OSF-1, Linux/Intel, Linux/Alpha, and Windows NT/Intel, all at
- US$5000 per CPU. See www.pixar.com/renderman/artist_tools/tools/ for
- details. Various older versions of PRMan were sold as MacRenderMan,
- PRMan on the NeXT computer, and RenderMan for Windows, but these are
- all defunct.
-
- The Blue Moon Rendering Tools (originally written by Larry Gritz,
- then developed and maintained by Exluna) is probably the most widely
- used implementation, in terms of number of users. It supported ray
- tracing, global illumination, caustics, area lights, full
- implementation of Shading Language, volume and imager shaders,
- displacements, and other advanced features, long before any other RMan
- implementations even contemplated such features. BMRT has been used
- (to varying extents) on several film productions, including A Bug's
- Life, Stuart Little, Gone in 60 Seconds, and Hollow Man. BMRT was
- discontinued after Pixar sued Exluna and several of Exluna's founders.
-
- RenderDotC (RDC), written by Rick Lamont of Dot C Software, is a
- RenderMan-compliant REYES renderer for Windows 95/NT, SGI, and Linux.
- More information from http://www.dotcsw.com/
-
- The University of Erlangen's Vision project is an object-oriented
- RenderMan-compliant renderer. Information may be found at:
- http://www9.informatik.uni-erlangen.de/eng/research/rendering/vision
- Also check out Philipp Slusallek's PhD about the Vision system,
- available on the same site. They're not terribly specific about
- the distribution policy -- they seem able to distribute to "selected
- institutions", but I don't believe they are widely distributing their
- package.
-
- Advanced Rendering Technology (ART) promises a "raytracer
- on a chip" which is supposed to be compliant with the RenderMan
- Interface. Info is at: http://www.art-render.com
-
- Just in alpha-test is AQSIS (pronounced "axis"), a new
- RenderMan-compliant renderer. Details from: http://www.maxdepth.demon.co.uk
-
- From Scott Iverson, Siren (DOS only) and AIR (Windows) are
- RenderMan-compliant, plus a few interesting extensions.
- Details from:
- http://home.earthlink.net/~jiverson782/Siren.html
- http://www.sitexgraphics.com/ (for AIR)
-
- 3DLight is a RenderMan-compliant REYES renderer. Available for
- IRIX, Linux (Intel and PPC) and Windows. Info from: http://www.3delight.com/
-
- Exluna, Inc.'s "Entropy" renderer was the commercial big brother of
- BMRT. But that really doesn't do it justice -- it was very fast and
- efficient scanline renderer that also supports ray tracing, global
- illumination, area lights, and caustics. More Info from:
- http://www.exluna.com. Entropy was used on Star Wars Episode 2,
- Stuart Little 2, Reign of Fire, Blizzard, Hero, The Returner, and The
- Core. Entropy and BMRT was discontinued after Pixar sued Exluna and
- several of Exluna's founders.
-
-
-
-
- Q: Is PRMan a ray tracer? How can PRMan do reflections if it's not a
- ray tracer? Was a ray tracer used for reflections in Toy Story?
- How about for A Bug's Life? Toy Story 2?
- ----------------------------------------------------------------------
-
- PRMan IS NOT A RAYTRACER. It uses the Reyes algorithm (much as
- described in the 1987 SIGGRAPH paper, though with many enhancements
- and improvements). Environment and reflection mapping do quite
- reasonable approximations to reflection and refraction, in a fraction
- of the time it usually takes a ray tracer. Sometimes the reflections
- don't look quite correct compared to a ray tracer, but this is almost
- never a problem and almost always worth the time savings.
-
- Pixar used the very same version of PRMan for Toy Story (and all
- their other work) as they sell to the public. You can see examples of
- how well PRMan does reflections and refractions, not only in Toy
- Story, but also in The Abyss and Terminator 2.
-
- However, ray tracing *was* used for 15 shots of "A Bug's Life."
- (Look for the glass bottles!) For these shots, BMRT and PRMan were
- used together (with BMRT doing the ray tracing, PRMan doing everything
- else). The same technique of combining BMRT and PRMan was also used
- for "Stuart Little." The method used to combine the renderers is
- described in the _Advanced RenderMan_ book, as well as in the BMRT
- documentation (release 2.4 and later).
-
- This technique was not used in Toy Story 2. All the reflections
- in TS2 were good old PRMan environment maps.
-
-
-
-
-
- Q: Is there a Macintosh/OS X/Be/Other port of BMRT? In the works?
- Will the author of BMRT let me do the port to Mac/OS X/Be/Other ?
- ---------------------------------------------------------------------
-
- Exluna has hinted that they will probably support OS X soon, but
- no timetable has been announced. Other, more exotic platforms (like
- BeOS) are not planned. Exluna cannot release the source code for
- other people to do the port, even under nondisclosure.
-
-
-
-
- Q: How can I make objects cast semi-transparent shadows in BMRT?
- When I try, the shadows look fully opaque.
- -------------------------------------------------------------------
-
- If your object is semi-transparent and the shader sets Oi to something
- less than 1 (i.e. it uses "compositing transparency"), then you just
- need to add this to your RIB file (in the attribute scope of the
- object in question):
-
- Attribute "render" "casts_shadows" ["shade"]
-
- (See the BMRT documentation for other options for this command.)
-
- BUT... if you have something computing true refraction (like the
- glass.sl shader that comes with BMRT), then your shader looks
- something like:
-
- ...
- color cr = Krefr * trace (P, refract (I, N, eta));
- Oi = 1;
- Ci = Cs * (Ka*ambient() + Kd*diffuse(Nf)) +
- specularcolor * Ks*specular(P,Nf,V,roughness) +
- transmitcolor * cr ;
-
- So that will still cast an opaque shadow because you are explicitly
- setting Oi=1! (Get it?)
-
- The most straightforward way to deal with this (if you have BMRT 2.4
- or later) is to use the new built-in isshadowray() function to make
- your shader set Oi differently for shadow checks:
-
- if (isshadowray() == 1) {
- /* shadow -- fake Oi to be <1 */
- Oi = color(1,1,1) - (Kr * transmitcolor);
- } else {
- /* viewing ray */
- color cr = Krefr * trace (P, refract (I, N, eta));
- Oi = 1;
- Ci = Cs * (Ka*ambient() + Kd*diffuse(Nf)) +
- specularcolor * Ks*specular(P,Nf,V,roughness) +
- transmitcolor * cr ;
- }
-
- In combination with the "casts_shadows" ["shade"] attribute, this
- should do the trick.
-
-
-
-
- Q: What alternate bindings exist to support the RenderMan Interface?
- --------------------------------------------------------------------
-
-
- Java Bindings for RenderMan from Sean Cier are available from:
- http://www.PostHorizon.com/RenderMan-java
-
- A Perl 5 binding for RenderMan available from Glenn Lewis:
- http://www.gmlewis.com/renderman
- Also, Ron Mayer has a page demonstrating the Perl binding at
- http://www.geocities.com/ResearchTriangle/8869/RenderSpiders.html
-
- "Terry" Python binding for RenderMan:
- http://www.lysator.liu.se/~ture/terry.html
-
- SnakeMan is another Python binding for RenderMan:
- http://reality.sgi.com/newquist_engr/snakeman
-
- The Python Computer Graphics Kit has RenderMan bindings:
- http://cgkit.sourceforge.net
-
- Michael Johnson has "Adam", a Tcl binding for RenderMan:
- ftp://ftp.media.mit.edu/pub/WavesWorld/adam.tar.gz
-
- Hardcore Processing has a set of Standard ML bindings (!):
- http://www.HardcoreProcessing.com/pro/riml/index.html
-
- If the "client libraries" (C-callable libraries that output RIB)
- from PRMan or BMRT don't suit your needs, there's also one included
- (with source) in Thomas Burge's Affine Toolkit: http://www.affine.org/
-
-
-
-
-
- Q: What front ends (modelers, etc) support the RenderMan Interface?
- -------------------------------------------------------------------
-
- This information was supplied by many people, so it's hard to verify
- its accuracy, and it certainly contains individuals' opinions. Often,
- this info comes from the companies supplying the products. I do not
- necessarily endorse any of the products listed, though if I find out
- that any are particularly good or bad, I will note it. The products
- are listed in no particular order, though I've broken it into the
- categories of: modelers, plugins or converters, and "other". If you
- know of other front ends or products which use RenderMan, please send
- me a short paragraph and I will include it here.
-
- Also, additional lists of related products and tools can be found
- at: http://www.exluna.com/products/links.html
- and http://www.renderman.org/RMR/OtherLinks/index.html
-
-
- Modelers & Animation Systems which can output RIB natively
- ----------------------------------------------------------
-
- Side Effects' Houdini system (modeling & animation) has very
- good RenderMan support (both PRMan and BMRT). It also includes the
- ability to create shaders *within* the program by a visual means and
- export out the shader source for tweaking and compiling. [ed. note -
- I have heard great things about this package.] Details at:
- www.sidefx.com
-
- Rhino is a Windows (NT or 95) based NURBS modeler which recently
- added RIB support. Their site has a free beta available for download:
- http://www.rhino3d.com/
- Related tools that suppliment Rhino's RIB export (e.g., by making
- shader assignments easier) include RhinoMan
- (http://rhinoman.renderology.com/). Also check out J. Aberg's page
- with tips on using BMRT with Rhino (http://home5.swipnet.se/~w-52046/).
-
- Steve May at the Ohio State University has written an animation
- language ("AL"), inspired by the Menv system that's used at Pixar. It
- has great RIB support and is programmable in some very interesting
- ways. It runs on Linux and UNIX platforms and provides a complete,
- procedurally-oriented interface to PRMan and BMRT. More info is
- available from: http://www.cgrg.ohio-state.edu/~smay/AL
-
- AC3D is a 3D modeler by Andy Colebourne. It's polygon based, but
- does extrusions, revolutions, etc. It's quite nice, runs on Linux,
- SGI, Sun, and now Windows, and demo versions are available as
- shareware. And it outputs RIB, among other formats. More info, and
- downloading the software, available at:
- http://www.comp.lancs.ac.uk/computing/users/andy/ac3dlinux.html
-
- Vertigo's Animation Machine software (modeler & animation system)
- has very nice support for RenderMan output, but it's only a polygon
- based modeler. You can generate RIB files or render directly.
- Vertigo comes with the prman runtime library linked in for integrated
- rendering, or you can buy Vertigo bundled with prman. Their phone
- number is 604-684-2113.
-
- Macromedia's MacroModel's was a spline-based modeler for Mac and
- Win, with pretty good RIB export. But it's now defunct. So it goes.
-
- 3DReality from Stone Design Corp. (505) 345-4800 info@stone.com
- Runs on NEXTSTEP. A little long in the tooth and has some quirks, but
- it's built of dynamically loadable bundles and offers a very accesible
- API for adding your own shapes, tools, etc. Reads and writes RIBS just
- fine. Really, really good academic discounts and very friendly tech
- support.
-
- Amapi 2.05 is mainly a modeller that is fairly good for creating
- characters. It uses NURBS, Splines and Polys. Intuitive interface
- unlike any. http://www.tgs.com
-
- Alias PowerAnimator (also for SGI), versions 5 & 6, output rib,
- NURBS including trim curves. [ed. note: Alias's RIB output is
- notoriously mediocre.]
-
- Intuitiv'3d from Intuitive Systems, Inc. tel: 415-852-0245
- fax:415-852-1271, info@intuisys.com. Runs on NEXTSTEP. Sports a
- terrific interface but is rather slow. Great realtime previews of
- lighting and shape, so-so modeling tools, great shader manipulation,
- including "MetaShaders" which store surface, color, displacement and
- lighting shader info in a single entity. Reads RIBS but saves to its
- own proprietary format (.i3dw)
-
- solidThinking from Gestel Italia, Phone: ++ 39 0444 99 11 00
- Fax: ++ 39 0444 99 11 08
- Email: info@solid.gestel.it, WWW: http://www.gestel.it
- For Windows 95/NT, this industrial-strength modeler from Italy
- approaches Alias in its power and refinement. Great modeling tools
- including NURBS, control of every RenderMan parameter, fast and smooth
- manipulation of objects and lights. Reads and writes RIBS, support for
- both PRMan and BMRT, reads Wavefront, TDDD and DXF files too.
-
- Breeze Designer is a 32-bit 3D modelling and design tool for
- Windows NT, Windows 95 and Win32s with exports for the Persistance of
- Vision raytracer, RenderMan, and VRML. Breeze Designer is still under
- developement, and updated are posted regularly. The beta latest beta
- version is available from the above location. All beta's are
- distributed as copyright freeware.
- ftp://ftp.povray.org/pub/povray/utilities/modellers/breeze/BreezeDesigner.html
-
- The Valis Group's Pixel Putty Solo for the Mac ($349 retail, $299
- direct?) offers an extremely versatile and fluid spline-based modeler
- featuring nine different NURBS, lattice deformations and boolean
- operations on patches, direct rendering to RenderMan using .slo
- shaders, and event-based key frame animation with inverse kinematics.
- More information can be had from Valis at: VALISGROUP@aol.com or
- 1-800-VALIS-04.
-
- Alias Sketch 2.0 for the Mac is a spline and polygon surface
- modeler which supports NURBS but does not have shader support. Price
- is around $600.
-
- Autodesys form*Z is a CAD modeler on the Mac and Win95/NTwhich goes
- for $1500. Polygons, CSG, and spline meshes are supported. No direct
- shader support.
-
- VIDI's Presenter Professional for the Mac ($1500) is a
- spline/patch-mesh based modeler with excellent RenderMan support; you
- can manipulate shader parameters and everything. More info at:
- http://www.vidi.com
- There's also a site at
- http://www.webnation.com/vidi/
- which contains more info and some useful shaders.
-
- FastCad 3D by Evolution Computing; 437 South 48th Street, Suite
- 106; Tempe, AZ 85281; Phone: (602) 967-8633. FastCad 3D is a 3-D
- modeling system capable of producing a RIB file for rendering with a
- program like Pixar's Renderman for Windows. This DOS program can
- produce 3D models quickly due to the fact that it is written in
- Assembly language.
-
- DesignCad 3D for the Mac and Windows ($500) is a polygonal surface
- modeler which outputs RIB. Supports CSG. No direct shader support.
- More information from http://www.viagrafix.com
-
- VisLab 3D Animation Software by Engineering Animation Inc.has a
- full renderman interface. Normal rendering is done entirely in
- hardware, but everything can be automatically piped over to prman, or
- written out as an .rib file. Both hardware and prman can also be
- combined in the same scene. The interface is really great. Contact:
- Engineering Animation Inc., 2321 North Loop Drive, Ames, IA 50010,
- 515-296-9908
-
- Poser 4 is a human shape and pose modeler from Curious Labs Inc.
- which supports animation, clothing, and exchanging body parts with
- various 3D objects. It runs on Mac, PowerMac, and Windows. It can
- export RIB. Details can be found at http://www.curiouslabs.com/ or
- by calling (831) 462-8222. (note: the RIB export was fixed by a patch
- which had the unfortunate timing of coming out right before BMRT's path
- convention was changed to UNIX-style, thus exported RIB files will
- require hand editing where texture maps are called)
-
- ThreeD, by Kieran Jones is a scene modeler that runs under NEXTSTEP
- and supports RenderMan. I haven't tried it, but it's available for
- FTP from
- ftp://next-ftp.peak.org/pub/next/apps/graphics/2D_3D/ThreeD.06.NIHS.b.tar.gz
- You can contact the author at kjones@vcn.bc.ca.
-
- ShellyLib2.0, a shell-shape-generator which outputs RIB (among
- other formats). is available from http://www.shelly.core.de/
-
- VTK, Bill Lorensen's OO scientific visualization toolkit, can now
- output RIB. It's not really a modeler, but if you're into SciVi, you
- may think this is very cool. See http://www.crd.ge.com/~lorensen/vtkrib
-
- PhotoSynthesis 1.0 is a primitive modeler that has full support for
- RenderMan on PowerMac platform. Rendering features include automatic
- reflection and shadow generation, softbox reflections, and easily
- set-up Depth of Field blur. Shaders are fully supported with unique 3D
- cursor that replaces Up/At Vector. Exports RIB file format. Full
- featured NURBS, Boolean Operations and 3DMF File Import/Export will be
- available in Spring of '97. Available directly from Silver Creek
- Software. For more information call 888/880-0551, e-mail
- SilverCSW@aol.com, or see their WWW site at
- http://www.navicom.com/~silvercsw
-
- Ayam (formerly known as Mops), from Randolph Schultz, is a free
- modeling environment which can write RIB files. It's available
- precompiled for SGI, Linux, and NT. The home page is:
- http://www.ayam3d.org/
-
- "Shade" is a modeler/renderer that, among other things, claims to
- be able to export its object models as RIB. It runs under NT.
- More details are available from:
- http://www.ex-tools.co.jp/product/shade/shddeb_e.html
-
- Geometique is a subdivision surface modeler that can output RIB. It
- runs under NT. More details are available from
- http://www.geometique.com/
-
- Julian Fong has written "L2RIB" (http://www.levork.org/l2rib.html)
- which converts Lego (yes, the toy) models created with LDraw
- (http://www.ldraw.org/) into RIB files.
-
-
-
-
- Converters & plug-ins for modelers
- ----------------------------------
-
- Pixar's new MTOR product is a Maya plugin that produces excellent
- RenderMan output, just as ATOR was for Alias. Also includes
- compositing software and a system for distributing rendering jobs
- across a network. Details available directly from Pixar.
-
- DriveMan from Gestel Italia converts IGES and Alias Wire files
- to RenderMan, for use with either PRMan or BMRT. There's both
- a freeware version and a more complete commercial version.
- More information from: http://www.gestel.it/driveman/index.html
-
- SoRender is a freely distributed interactive graphical interface
- from Softimage to the RenderMan standard. The interface is currently
- composed of eight tools that are all written as plug-ins to Softimage
- and are built on Softimage's DKit. Features Include: Interactive
- Previewing of RenderMan rendered images from within Softimage;
- Interactive tools for working with shaders and adjusting parameters;
- Tools to make working with shadow maps and environment maps easier;
- Shader Keywords to facilitate parameter animation; Support of both
- PhotoRealistic RenderMan and BMRT; Access to all tools from within
- Softimage; Support of motion blur. SoRender can be obtained at
- http://www-viz.tamu.edu/software/SoRender.homepage.html
-
- A MentalRay-to-RenderMan converter:
- http://www.dctsystems.freeserve.co.uk/ethel.html
-
- WaveMan, a Wavefront-to-RenderMan conversion tool, is available
- from Minds Eye Graphics (mindseye@infi.net, 804-643-3713).
-
- Animal Logic sells plugins for both SoftImage and 3D Studio Max
- that output to RenderMan and BMRT. Details about SoftMan and MaxMan
- Details can be found at: http://www.animalogic.com/Products
-
- Lost In Space makes a product called Siren which converts SoftImage
- scenes into RIB files. Info is available from siren@lostinspace.com.
- Siren converts Softimage 3D scene and model files into RenderMan RIB
- and shader files. Siren 2.0 works only on SGI's running IRIX 4.0.5 or
- later. It can read Softimage 2.66 scene/model files. SiRen only has a
- comandline/scripted interface, but is now being upgraded to a point
- and click version 2.1. To run siren you must have a copy of the
- Softimage Developers Kit. US$2000 per license, bulk discounts
- available. 30% discount for educational institutions. Source licensing
- is available. Siren + Renderman deals available. Pay for Siren2.0 and
- get a free upgrade to Siren2.1 when it is released.
-
- There is a 3D Studio to RIB converter by Alex Segal on the net, see
- http://www.r-m-c.ru/video/3ds2rib.htm for details.
-
- Envisions Solutions sells Envision-It, which converts DXF to RIB.
- Not a modeler. Sells for around $200.
-
- Okino Computer Graphics, Inc. has two products called the 'NuGraf
- Rendering System' and 'PolyTrans', which include Renderman export
- capability. It can convert from DXF, 3D Studio, Lightwave, OpenFlight,
- IGES 5.3, Wavefront, SoftImage and many more (the latter 3 formats
- allow output of trimmed NURBS to Renderman in a clean form). Output of
- animation data from Lightwave and 3D Studio to Renderman will follow
- in v2.1 of PolyTrans. A demo and other info are available from the WWW
- site: http://www.okino.com/conv/conv.htm Contact: 905-672-9328 (voice),
- 905-672-2706 (fax).
-
- Viewpoint Datalabs has a product called InterChange (formerly
- Syndesis InterChange) for Windows and SGI, that converts between more
- than fifty 3D file formats, including Softimage, Alias, LightWave, 3D
- Studio and many others. It can export geometry to a simple RIB file.
- For info, see: http://www.viewpoint.com/
-
- Cow House has a free converters from Inventor2.0 and VRML to
- RenderMan & BMRT. For details, see:
- http://www.cowhouse.com/Home/Converters/converters.html
-
- There's a plugin for Moray (a modeler for POV-Ray) that will output RIB.
- Only geometry is exported, and only for the simple primitives.
- Details at: http://pages.hotbot.com/arts/are/index.html
-
- LtoR is a plugin for NewTek's Lightwave 3D to output RIB. The web
- page is in Japanese, but the software reportedly works fine and has
- its UI in English. The software home page is:
- http://www.win.ne.jp/~s-shirai/html/plugin/ltor.html
-
- Another Lightwave-to-RIB converter is CeX3D. It's commercial, but
- a demo version is available at http://www.CeX3D.net/
-
- LightMan, by Tim Dapper, is a LightWave plugin that exports to
- RenderMan-compliant renderers. Info can be found at:
- http://www.td-grafik.de/softw/lightman.php3
-
- The Cornell Theory Center has an extension to Data Explorer
- (http://www.opendx.org/index2.php) that exports for BMRT (and
- presumably for other compatible renderers). Info from:
- ftp://ftp.tc.cornell.edu/pub/Data.Explorer/extensions/Rendering/README
-
- Mike Hough has written a RIB export plugin for Hash Animation
- Master '99, available from: http://free.prohosting.com/~olana/plugins/am2rib/
-
- Another Hash Animation Master plugin by Nicholas Yue is
- available at http://users.tpg.com.au/tmyue/
-
-
-
-
- Other Tools
- -----------
-
- RenderWrapper (RW) is a simple Tcl/Tk script for conveniently
- setting the parameters for the rendrib, rgl, and rendribv renderers
- from BMRT. It provides a GUI for rendering single or multiple frames
- in wireframe, polygon, and photorealistic modes. RW runs on Unix and
- Windoze95/NT systems. It is FREE and can be downloaded from:
- http://tangle.seas.gwu.edu/~gogo/rendwrap.html
-
- The Affine Toolkit by Thomas E. Burge contains a number of RIB
- filters and massagers, including binary RIB dumping and conversion
- utilities, utilities to parameterize NURBS in RIB files by arc length,
- polish up RIB files generated by Alias, etc. More info and download
- at: http://www.affine.org/
-
- Cinema Graphics is now selling a product called "Shade Tree"
- which is a dataflow system for writing RenderMan shaders. Info
- at http://www.cinegrfx.com/
-
- Pixar used to sell Showplace for the Mac and Typestry 2 for the
- Mac and PC. They're nice little programs if you can get your hands
- on them, but Pixar no longer sells these.
-
- WavesWorld, a set of UI, modeling and animation objects available only
- atop NEXTSTEP, available via http://xenia.media.mit.edu/~wave/
- An object oriented framework consisting of two "kits" of objects and
- lots of examples, WavesWorld is based directly atop the RenderMan
- interface. Wave has also made available a Tcl binding for RenderMan.
-
-
-
-
-
- Q: What other net resources exist which are related to RenderMan?
- -----------------------------------------------------------------
-
- Pixar home page: http://www.pixar.com
- Pay particular attention to
- http://www.pixar.com/renderman/developers_corner/rispec/index.html
- which has the RenderMan spec and all of the documentation for PRMan.
-
- The Exluna home page is: www.exluna.com
- Especially noted is the list of links:
- http://www.exluna.com/products/links.html
-
- Tal Lancaster of CalTech (now a TD at Disney) has set up a "RenderMan
- Repository" for dissemination of shaders, RIB files, etc. Among other
- things, this site has pointers to just about everything else that has
- RenderMan related stuff. Here's the URL: http://www.renderman.org/RMR
-
- The Ebert, et al. book _Texturing and Modeling_ (mentioned earlier)
- has an FTP site with the examples from the book, including RenderMan
- Shading Language source code:
- ftp://archive.cs.umbc.edu/pub/textures
-
- Professor Ken Musgrave (one of the authors of the T&M book) taught a
- graduate seminar at GWU on procedural texturing. Student projects,
- images, and shaders can be found at:
- http://www.seas.gwu.edu/graphics/ProcTexCourse/
-
- Similarly, Stephen May recently taught a course on digital lighting
- at Ohio State. A Shading Language tutorial and student projects
- can be found at these addresses:
- http://www.cgrg.ohio-state.edu/~smay/DigitalLighting/Course.html
- http://www.cgrg.ohio-state.edu/~smay/RManNotes/RManNotes.html
-
- Michael B. Johnson (a.k.a. "Wave") has a home page at:
- http://wave.www.media.mit.edu/people/wave/
- He's built a lot of software that runs on top of RenderMan (see
- the description of WavesWorld earlier in this FAQ).
-
- Geomview is an interactive 3D geometry (in the mathematical sense)
- viewing program written at the Geometry Center. It can export RIB.
- URL is http://www.geom.umn.edu/software/download/geomview.html
-
- Doug Ward has a site that's about using VIDI Presenter 3D. If you
- look on: http://www.webnation.com/vidi/ (select the shaders button on
- the frame) you'll find some shaders and other goodies that may be
- useful even if you don't use Presenter.
-
- Tips on using Houdini and RenderMan together are available from:
- http://www.renderman.org/RMR/rmHoudini/
-
- RenderMania, maintained by Simon Bunker, is another collection of
- links and useful information about rendering and production, and in
- particular things related to BMRT and RenderMan:
- http://www.rendermania.com/
-
- Shaders, textures, models, and so on are available from TurboSquid
- (http://www.turbosquid.com). There are a bunch of RenderMan shaders
- compiled for both PRMan and BMRT available for $10 each.
-
- Malcolm Kesson has course notes on using RenderMan available at
- http://cmpa.ca.scad.edu/faculty/kesson/Ca301/bookindex.html
-
-
-
- Q: Where can I get the Pixar videos?
- ------------------------------------
-
- Pixar's animation video (which contains Luxo Jr, Reds Dream, Tin Toy
- and Knickknack) is available directly from Pixar. The cost is $25.00.
- Just call 1 800-888-9856 or 510-236-4000. The tape is available in
- both VHS NTSC and PAL formats.
-
- The Pixar shorts were released by Disney Home Video as "Tiny Toy
- Stories". You should be able to find them at your local video store
- for around $10.
-
- Recently, Pixar shorts have been made available in quicktime format on
- their website, at: http://www.pixar.com/shorts/index.html
-
-
-
-
-
- Q: What is the correct capitalization of "Pixar"?
- -------------------------------------------------
-
- It's written "Pixar", just as it is throughout this FAQ. I don't
- know why people keep capitalizing it, perhaps they are trying to
- duplicate the logo, which is in a particular typeface and happens to
- be all caps. In any case, it's not an acronym like IBM. It's a
- regular company name like Disney.
-
-
-
- ----------------------------------------------------------------------
-
- This FAQ was mostly written and maintained by Larry Gritz, who wishes
- to thank the contributions of: Antoine Durr, J.J. Hoesing, Steve
- Hollasch, Michael B. Johnson, Joshua Kolden, Andrew MacRae, Nino
- Mendolia, David Milner, Pohl Longsine, Steve Weintz, and others.
-
- Please send comments, additions, gripes to: lg AT larrygritz DOT com
-
- --
- Larry Gritz
- lg AT larrygritz.com
-