Hey,
I'm moving to V-Ray from Renderman, and I love it. The only thing I miss is rendermans amazing fur/hair rendering.
Something renderman-esc features I would love are:
- Deep/Detail shadow maps: Shadow maps that support transparency/motion-blur. They work fantastically for hair (picks up all the sub-pixel details), and because they also store color info, you can do fake translucency/scattering in the hair.
- Render hair as ribbons: Im not sure if V-Ray does this, but they look like tubes to me. In renderman I generally used riCurves, which are flat ribbons, and then use a shader to bend the normals to give it a "cylinder" look.
- Support for maya fur or shave/haircut.
- A proper hair shader: As above, one that renders ribbons as "tubes". The Marschner shader is amazing, but quite complex. It was used on tangled to great effect, there are some papers they wrote about how to make it more "artist friendly".
http://graphics.ucsd.edu/~iman/pdf/[Sadeghi%20et%20al%202010]%20An%20Artist%20Friendly%20Hair%20Shading%20Syste m.pdf
http://graphics.ucsd.edu/~iman/pdf/[Sadeghi%20and%20Tamstorf%202010]%20Efficient%20Implementation%20of%20the%20Dual%20 Scattering%20Model%20in%20RenderMan.pdf
Basic options I would love are:
- Anisotropic specular
- Random variation in hair color
- Tip/base color
- Hair scatter/translucency
- Overall hair color
- Occlusion caching (King kong used to store a single frame in a brick map, and ratatouille used a method of interpolating between 4 tifs along the hair).
And finally, maybe the option to use a fast rasterizer renderer for just the hair. I wouldn't want to calculate complex GI for hair/fur, ive always found it way to slow.
Just a few thoughts
Nick Deboar
I'm moving to V-Ray from Renderman, and I love it. The only thing I miss is rendermans amazing fur/hair rendering.
Something renderman-esc features I would love are:
- Deep/Detail shadow maps: Shadow maps that support transparency/motion-blur. They work fantastically for hair (picks up all the sub-pixel details), and because they also store color info, you can do fake translucency/scattering in the hair.
- Render hair as ribbons: Im not sure if V-Ray does this, but they look like tubes to me. In renderman I generally used riCurves, which are flat ribbons, and then use a shader to bend the normals to give it a "cylinder" look.
- Support for maya fur or shave/haircut.
- A proper hair shader: As above, one that renders ribbons as "tubes". The Marschner shader is amazing, but quite complex. It was used on tangled to great effect, there are some papers they wrote about how to make it more "artist friendly".
http://graphics.ucsd.edu/~iman/pdf/[Sadeghi%20et%20al%202010]%20An%20Artist%20Friendly%20Hair%20Shading%20Syste m.pdf
http://graphics.ucsd.edu/~iman/pdf/[Sadeghi%20and%20Tamstorf%202010]%20Efficient%20Implementation%20of%20the%20Dual%20 Scattering%20Model%20in%20RenderMan.pdf
Basic options I would love are:
- Anisotropic specular
- Random variation in hair color
- Tip/base color
- Hair scatter/translucency
- Overall hair color
- Occlusion caching (King kong used to store a single frame in a brick map, and ratatouille used a method of interpolating between 4 tifs along the hair).
And finally, maybe the option to use a fast rasterizer renderer for just the hair. I wouldn't want to calculate complex GI for hair/fur, ive always found it way to slow.
Just a few thoughts
Nick Deboar
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