home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!ogicse!emory!sol.ctr.columbia.edu!usc!snorkelwacker.mit.edu!news.media.mit.edu!news
- From: wave@waits.media.mit.edu (Michael B. Johnson)
- Newsgroups: comp.sys.next.misc
- Subject: Re: RenderMan-High resolution rendering?
- Message-ID: <1992Nov12.050629.26616@news.media.mit.edu>
- Date: 12 Nov 92 05:06:29 GMT
- Article-I.D.: news.1992Nov12.050629.26616
- References: <1992Nov10.183835.12858@socrates.umd.edu>
- Sender: news@news.media.mit.edu (USENET News System)
- Organization: MIT Media Laboratory
- Lines: 98
-
- Charles Fletcher writes
- >
- > I have a question about RenderMan (specifically prman, which I would guess
- > will be answered by MJ-hi Michael-but I'm posting it since I thought there
- > might be general interest.)
-
- Hi Charles.
-
- >
- > How can you get high resolution images out of the NeXT?Well, first I'll
- assume you're either 3D competent (i.e. you understand the 3DKit and can list 3
- reasons why what Dave Springer did is hard) or you're using one of the 3D apps
- that are beginning to appear. My personal favorite so far is 3D Reality
- (blatant plug) from Stone Design. Either way, let's say you've modeled
- something, have applied a shader, and have now saved it out to a RIB file. A
- RIB file is the RenderMan equivalent of a PS file in PostScript - it's an ASCII
- file you hand to RenderMan (the same way you have an ASCII file which you send
- to a PostScript interpreter) and ask it to give you back bits.
-
- OK, so now you have a rib file, let's say foo.rib. Since it's just an ASCII
- file, you can edit it with your favorite text editor. Open it up. The first
- line you'll probably see will be something like:
-
- Display "/u/wave/tmp/foo.tiff" "file" "rgba"
-
- Where foo.tiff will be the name of the file that will be written out. A few
- lines later you'll see a line like:
-
- Format 256 128 1.000000
-
- Here's where you could change the resolution of your image from, say, 256x128
- to whatever you'd like (2048x2048?).
-
- A little bit later, you'll see a line like:
-
- ShadingRate 10
-
- This is the number which (basically) tells prman how many times to call your
- shader in its shading loop. The smaller the number, the higher quality the
- image. The lowest number you should ever use is 0.25. My understanding of
- this number says that 4 samples per pixel will be taken (i.e. 1/4 == 0.25),
- given a wicked sweet anti-aliased image. Unless you have very high frequency
- shaders and/or you need really clean output, use a higher number (like 10 or
- so) to get a feel for your image before the final rendering.
-
- > That is,
- > images that are photo quality (and saved on slides or film, or
- > Kodak Photo CD to touch on another thread.) Are there bureaus that
- > do this as a service?
-
- Photo Quality is a slippery term. That really depends on your output device,
- which really depends on your equipment (or service bureau). Some take 8Kx8K,
- some take 2Kx2K (and make it look like 8Kx8K...), or whatever. Still images
- always want higher resolution than moving imagery, so that matters too.
-
- In other words, it depends...
-
- Also realize that PhotoCD is takes an analog image (film) and puts it in a
- digital form (5 varying resolution images on a CD-ROM). This is the opposite
- of what you're talking about doing, which is taking digital imagery and putting
- it to an analog form. Kodak has yet to address this with PhotoCD (other than
- to say you could go to a photofinishing store and specify your reprints there).
-
-
- > Should the image be converted to PS first?
-
- Check with the service bureau, but off the top of my head, I'd say No. If
- you're going to a service bureau, TIFF will probably be as acceptable (or more
- so since it can be compressed, which makes it easier for you to transport it
- there in the first place).
-
-
- >
- > This may actually be a moot point: My second question--How much
- > (disk) space is required to do a high resolution image (say,
- > 1000 to 2000 dpi range)? (BTW-what is the resolution of the images
- > in the RenderMan Companion?) I have yet to render even a simple
- > scene at 400 dpi without running out of swap space (I have a single
- > 330M disk with about 50M free for swapping). Any tricks (like tiling)
- > to help do this? Maybe I should run off my OD and simply use the
- > HD for swapping!-)
-
- Charlie - supress the urge to do things at 400dpi, unless you are doing things
- that are only an inch or two wide. For rendering, think in pixels, not dpi.
- You screen is probably (at most) something like 1200 x 900. RenderMan is
- piggish, but remember that Tin-Toy was done on 8 meg to 32 meg machines. There
- are some "tiling" commands in RenderMan, but off the top of my head, I don't
- remember them (all my RMan doc is at home). I'll try to remember to post them.
-
- Hope this helps.
-
-
- --
-
- --> Michael B. Johnson
- --> MIT Media Lab -- Computer Graphics & Animation Group
- --> (617) 253-0663 -- wave@media-lab.media.mit.edu
- --> NeXT Mail accepted at wave@nordine.media.mit.edu
-