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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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