First steps: The user interfaceRender globals:You can access to render globals by pressing NUMPAD 1 on the script panel. Render attributes
- Pass name: you can give a name to the pass here.
- Active pass: select the active pass with this slider
- Passes: enter the number of pass you need here
- Grid size: set the grid size (see Renderman doc)
- Shading rate: set the shading rate (see Renderman doc)
- Pixel sample: set the number of samples per pixel
- Filter type: set the filter type (catmull, box, etc.)
- Jitter: the amount of jittering
- Eye split: see Renderman doc
- Bucket size: set the bucket size (see Renderman doc)
- Texture mem: (see Renderman doc)
- Motion blur: enable motion blur
- Transformation blur: enable transformation blur
- Deformation blur: enable deformation blur (shape key)
- Camera blur: enable camera blur
- Filter size: the size of the filter
- Camera: set the camera you want to use for this pass
- DDriver: set the display driver
- Output: the channels you want to output
- A: output alpha channel in a file
- Z: output depth channel in a file
- Texture path: textures search pathes (separated with :)
- Shader path: shaders search pathes (separated with :)
- Lazy compute: when enabled, don't recompute already generated shadow maps
- Lauch renderer: when enabled, lauch the renderer at the end of the translation
- Render all passes: when enabled, translate all passes, else translate active one
- Render: launch the translation
- Preview: preview mode (for speed rendering)
- Net: for future use
- Display channels: additionnals display channels (_area and _radiosity are shortcuts for pointcloud generation)
- Use group for this pass: set a group of objects for rendering the active pass
- Ins pass: insert a pass just after the active one
- Del pass: delete the current(active) pass
- Cl: cleaup the file (useful when you added/removed pass multiple times)
- Render shadow: render shadow pass
- Render hero: render hero(beauty) pass
- Full pathes: export the shader with pathes or not
- Volume shader: set the atmosphere shader for this pass
Object attributes:You can access to object attribute by pressing NUMPAD 2 on the script panel. Just select the object in the 3D view, go to the attribute panel and change the attributes. Notes: - in all attributes panels you have Active pass, you can select the pass number with it.
- The pass name is displayed on the left if you gived one in the render globals.
Meshes attributes:
- Ray trace:
- Trace specular: Make object visible to specular rays
- Trace diffuse: Make object visible to diffuse rays
- Transmission hit: Set the transmission mode (Primitive (opacity), Shader or None)
- Bias: The trace bias (see Renderman doc)
- Particles:
- Hair root size: When a particle system (hair mode) is attached to this objects, sets the root size of the curve
- Hair tip size: Same as above, tip size of curve
- Others:
- Override shading rate: If you want to change the shading rate of this object
- Visible to camera: Make the object visible or not to the camera
- Binary dicing: See the renderman documentation to know more
- Raster orient: See the pointcloud generation doc
- Cull hidden: See the pointcloud generation doc
- Backface culling: See the pointcloud generation doc
- Freeze Pref: Freeze the object for texturing see Pref doc
- Geometric approx: Enbling it will speed up the renderer when motion blurring
- Cast shadow: Object cast shadow or not (for buffered shadows only)
- Exports Vertscols: Export the vertex colors
- Export UV: Export the object's UV map
- Displacement bound: See the renderman doc
- Interpolate boundary: Use for subdivision meshes only.
- Shading:
- Particle shader: The particle shader you want for this object (for sphere particles)
- Volume shaders: The volume shader you want for this object
- Displacement shader: The displacement shader you want for this object
- Surface shader: The surface shader you want for this object
Light attributes:
- Pixel filter: set the pixel filter width
- Light shader: attach a light shader to this light
- Shadow name: the name of the shadowmap (AUTOSHADOW for automatic shadow generation)
- Shadow type: "deep", "depth" or "Dont't compute"
- Shading rate: set the shading rate for shadow generation
- Pixel sample: the number of samples per pixels for shadow generation
- Jitter: the amount of jitter for pixel samples
Empty attribute:- Coordinate system: export the empty as a coordiante system, useful for shaders
Shader compiler:You can write your shader in a Blender text window. Just prefix its name with SHA_ to make it compile via the Compile button on the shader panel (NUMPAD 3 in the script panel). Note: Shaders are automatically compiled before rendering. You can load it once compiled by pressing the "Load" button on the shader panel [Tutortial_01#Internal_wiki_links Goto the first tutorial]
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