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  • Points
  • Spheres
  • Streak
  • Multistreak
  • Sprites

Real Primitives

RfM renders particles as real geometric primitives. RenderMan's highly optimized particle primitives are fast and efficient and carry many benefits, including:

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Info
titleRay Visibility

Make sure to force the particles to be visible for indirect rays, as Maya turns this off by default. You can use Maya's attribute spreadsheet to turn on "visible in refraction" and "visible in reflection" in your particle's Render Stats.

Per-Particle Effects & Arbitrary Attributes

RenderMan for Maya automatically establishes the correct rendering context for variations in particle color, opacity, and radius. A useful way to attach the particle's color and opacity, is to use the Cs and Os primvars. You can attach the primvars to the material by using a PxrPrimvar pattern.

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Finally, you can create arbitrary attributes and associate them with the RenderMan representation of your particle objects. This might be of use if you plan to write a custom shader to perform calculations using per-particle or per-particle-object attributes. For more on the general mechanism for transmitting arbitrary primitive attributes through RenderMan, please refer to the primitive variables reference.

Particle Instancing

RenderMan for Maya supports Maya particle instancing. For complete details on how to set up your scene for particle instancing, please refer to the Maya documentation.

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