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For hair/fur curves: To use the IGS/Interactive Xgen surface UVs for color/texture, you can reference this in the PxrManifold2D of your color placement as scalpS and scalpT Primvars.

Paint Effects

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This image is rendered entirely with curves generated with Paint Effects.

To create Paint Effects, open Maya's Visor window: Windows > General Editors > Content Browser.  Find the Paint Effects tab, click on a brush type in one of the folders, and then draw in the Maya viewport.

Paint Effects strokes that use a Brush Type "Paint" are rendered directly as curves by RenderMan.  It isn't necessary to translate to a mesh, although in some cases you may wish to do that.  You can find the brush type on the brush node after drawing a stroke.

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After creating a Paint Effects stroke a couple extra steps are required to set up a RenderMan material for rendering.  Shading for Paint Effects brushes is not fully translated.  However, a Cs (color) primitive variable is emitted for the curves, so you can make use of that in a material assigned to the stroke. PxrPrimvar > Color Input

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Ribbons

By default, RenderMan renders curves as tubes, which is ideal for hair and fur.

For flat, ribbon style curves, the curve needs to be supplied with normals. Maya doesn't have this functionality out of the box, so there's a RenderMan-centric way to accomplish this via primvars.

  • Select the curve's shape node (select the curve in the outliner and press the down arrow).
  • Add a RenderMan primvar named rmanNN
    • main menu > Modify
    • Add Attribute...
    • Long Name = rmanNN
    • data Type = Vector
  • Change rmanNN in the curve shape node to anything but 0, for example, 1, 0, 0.
  • This will supply the curve with a normal and twist the curve.


Maya Scene > flat_curve.ma.zip


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Info
titlePrimvars

To learn more about RenderMan Primitive Variables in RenderMan for Maya, check out the About Primitive Variables page:

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