It Moss Be Done - Rendering Moss in RenderMan for Maya

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  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 39

  • @bawxofchawclets4836
    @bawxofchawclets4836 Рік тому +1

    I have never used maya but I found this super helpful recreated moss in cinema 4d

  • @sergeipatlai9514
    @sergeipatlai9514 Рік тому +2

    You can use MASH world node in map based mode instead of visibility. It gives you more control and scatters where you need it.

  • @Novel008
    @Novel008 Рік тому +2

    Clean and on point tutorial 👍🏻👍🏻👍🏻

  • @nguyenloc5111
    @nguyenloc5111 Рік тому +1

    Thank you for sharing the tutorial, it helped me complete the work faster than expected, thank youuuuuuuuu !

  • @maxie6990
    @maxie6990 2 роки тому +1

    Amazing there will definitely lot more audience should watch this :D
    Thank you

  • @felipenunes7136
    @felipenunes7136 2 роки тому +1

    wowww! this tutorial opened my mind. Thanks!

  • @joncorv
    @joncorv Рік тому +1

    Thx for sharing your workflow

  • @МихаилШульга-э1з
    @МихаилШульга-э1з 11 місяців тому +1

    Great lesson, thanks. Could you explain how you set up the masks and generator in substance painter? It’s especially interesting how the top of the statue’s head is made white and the bottom black.

    • @jeremyheintz1835
      @jeremyheintz1835  10 місяців тому

      Thanks! I don't have it in front of me right now, however, in the generator/mask builder there's a position section that allows a gradient/falloff in object or world space.

  • @24enyo
    @24enyo 2 роки тому +1

    you are make so cool Renderman tutorials !!!!! Thank you.. I wis you have to make more::))))

  • @areebaqaseem8729
    @areebaqaseem8729 2 роки тому +2

    hi! thanks for this work of yours. its really helped alot. can you also share the mask of STATUE because i dnt use substaince painter at all. it will be a great help

  • @abhayrajeev7216
    @abhayrajeev7216 5 місяців тому

    great tutorial!

  • @herculesmare4209
    @herculesmare4209 3 роки тому +1

    amazing as always

  • @PietroBernardi
    @PietroBernardi 3 роки тому +1

    Your videos are always amazing and helpful, buddy! Will watch it

  • @krzysztofwolski9156
    @krzysztofwolski9156 3 роки тому +1

    Hi Jeremy! Thanks for a new tutorial. The final result is just beautiful :)

  • @shaundunn3dartist
    @shaundunn3dartist 3 роки тому +1

    This is so awesome Jeremy, thanks for sharing! I’m ready to get my moss game on! Lol By the way, to help performance while working interactively, I believe you could temporarily turn off color management and to save time on recreating the Mash visibility nodes; besides copying the node, you could also create a preset.

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому

      Thanks for the tips! I’m glad you enjoyed :)

    • @shaundunn3dartist
      @shaundunn3dartist 3 роки тому +1

      @@jeremyheintz1835 of course and def enjoyed! If you’re interested in more tutorial topics, I would love to see the workflow for using ACES in Maya to Nuke from a CG artist perspective. :D

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому +1

      @@shaundunn3dartist Check this vid out about using ACES in RenderMan: vimeo.com/470507417. It covers how to set up OCIO in Nuke, handle file conversions, and use Color Management in Maya. Might be just what you’re after, let me know if you want to chat about specifics.

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому +1

      ...and thank you for the suggestion! Always looking for useful topics :)

  • @SpasmAtaK
    @SpasmAtaK 3 роки тому +1

    Thanks for the videos and sharing your Python script, but UA-cam is translating it into my own language for some reason, while it's ok for the rest of the video description (I would still prefer it didn't) it completely breaks the code...
    Could someone provide a pastebin or some such? Thx !

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому +1

      Here's a pastebin for you, cheers! pastebin.com/cw17UTmD

  • @antoinemenard6396
    @antoinemenard6396 Рік тому +1

    Hi, is the process similar if I am using Arnold instead of RenderMan for the textures in the hypershade?

    • @jeremyheintz1835
      @jeremyheintz1835  Рік тому

      Hi Antoine, yes the process would be similar. Arnold's surface shaders will have different connections, so use your best judgement on which maps to use from megascans.

  • @jayklly
    @jayklly 3 роки тому +1

    is it possible we can get a tutorial on how you handle indoor lighting?

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому

      I appreciate the suggestion! This is a great idea, when I can get back around to creating content. Indoor lighting is tricky to do optimally and is something I have to work with a lot at Pixar. Essentially, minimizing indirect illumination where possible can really increase efficiency and reduce noise.

    • @jayklly
      @jayklly 3 роки тому

      @@jeremyheintz1835 thank you Jeremy and one more thing I saw a blog post or something you did on the renderman art challenge and how you did the volumetrics, I was wondering if you could explain a little bit more on how to go about setting the density so its thicker near the bottom and thinner at the top?

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому +1

      There are a few ways that I've done this. A comp approach - render the fog pass as you would normally and output the integrator AOV __Pworld. The green channel of this AOV is a world-space ramp where you can then use as a mask in comp. To do this in-render, use a PxrProjector manifold plugged into a PxrRamp to project a black-to-white gradient in world space. This can then be remapped and used to drive density on your PxrVolume shader. If I can get a minute I can record a quick video about the setup.

    • @jayklly
      @jayklly 3 роки тому

      @@jeremyheintz1835 that would be awesome if you did that, and thank you for the help!

  • @lgenic
    @lgenic 3 роки тому

    Okay can we talk about tiles and masks? Great tuts!

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому

      Heya! Can you elaborate what you mean by tiles and masks? Glad you enjoyed the tutorial!

    • @lgenic
      @lgenic 3 роки тому

      @@jeremyheintz1835 sure, I am working on an archviz project. And one of the surface maps I downloaded is of bathroom/kitchen tiles. I have mapped it out as per your previous tutorials, but there is an additional map called “mask” i assume it has something to do with variations in the texture, since the map has different hues of greens and blues in it, with redlines indicating grouting.
      Have to say it has stumped me a bit.
      Thanks for your help, the ambient music is pretty awesome.

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому +1

      @@lgenic Without seeing it to be sure, I would guess it’s to be used for variation in the surface lobes (diffuse, bump, roughness, etc). The PxrColorCorrect node has a mask input where you can plug in the red, green, or blue channel from the mask texture to apply color corrections only to those specific areas. DM me if this doesn’t make sense in your case and I can help take a closer look, jeremyrheintz@gmail.com.

  • @quinnskidmore850
    @quinnskidmore850 3 роки тому

    At around 3m26s, when you plug in the albedo/opacity into the diffuse color, the shader shows up instantly in your viewport. When I do it, it changes to what looks like a darker lambert. How do I get it to show up in the viewport? I can only see it when I render.

    • @jeremyheintz1835
      @jeremyheintz1835  3 роки тому +1

      Make sure your default shader toggle is off in your viewport settings. You can also visualize the opacity using a lambert shader and a file (texture) node just the same.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 3 роки тому

    RenderMan doesn’t support GPU rendering, though. Is it still worth using?