This page demonstrates the basics of scripting shapes RenderMan scene description (RIB) protocol. Writing RIB files by hand focuses attention on the use of color, opacity and the fundamental concepts related to xyz coordinate system. The preliminary renders have been done using basic shading so that the geometry can be more easily seen.
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Creating Walk Cycle Archive: |
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First a walk cycle has been created for the teapot in Maya using simple blend shape and bend deformers. A series of RIB archives are created from each frame of the walk cycle. It's important to keep the animated object at the origin so that no undesired transformation occurs while creating the rib archive. After making sure that the renderman for Maya plugin is loaded, the teapot is exported as RIB Archive. For almost all types of objects(except lights) it is necessary to check Enclose in Attribute Block option when exporting objects. |
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Creating A Proxy: |
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After creating the proxies, multiple numbers of it could be placed and animated
in the scene. Each of these proxies will be replaced by the teapot while rendering.
Therefore any shader assigned to these proxies will appear on the teapots as well.
This scene could be lit with default Maya lights. There is a script called
DelayedReadArchive (by pixar) to read the archives while rendering. But this scripts
has two main problems: |
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Final Render: |
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And here is the final render!
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Proxy animation has a great potential for creating scenes with a lot of similar objects
like crowd simulation. Usually handling these sort of scenes requires a great deal of memory and
calculations. Proxies are replaces by very high detail archived geometries only in rendering;
therefore those heavy scenes could be managed much more efficiently.
There are also some down sides in proxy animations as well. For instance controlling detailed
interaction of archived geometries can be very difficult, because only the bounding boxes of those
objects are visible to the user. But still the efficiency of this method is not negligible for many
different types of animations.
