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- This is our first release, based on Pixar Animation Studio's internal toolset.
- PxrSurface GLSL shader:
- Get a better preview of your work inside Mari.
- Most lobes are supported: Diffuse, Specular, RoughSpecular, Clearcoat, Iridescence, Fuzz, Subsurface (basic), Glass (basic).
- Presence support.
- Solo or mute any lobe.
- A large selection of texturable inputs have been exposed.
- RenderMan menu offering a number of configurable shortcuts to speed up your workflow:
- Create a pre-configured PxrSurface with user-selectable channels.
- Switch to another pre-configured environment map.
- All these feature are user-configurable through json files.
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Known Limitations
PxrSurface
- The following features are not implemented:
- Point light support
- Specular anisotropy
- Per-lobe bump
- Clearcoat absorption.
- Subsurface scattering only supports the subsurface color and renders it as a diffuse lobe.
- All volumetric effects: subsurface scattering, single-scattering, glass absorption
- Feature limitations
- It is impossible to perfectly match a RenderMan render (GLSL and Mari limitations).
- Transparency is not supported (Mari limitation).
- Roughness isn't a perfect match (Mari Limitation).
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