3D World

Learn how to render like Pixar, part 2

Unlock the secrets of Pixar's Renderman with VFX artist Rusty Hazelden

- AUTHOR Rusty Hazelden Rusty Hazelden is a visual effects artist, writer, and Youtuber based in Halifax, Nova Scotia. He makes videos on Youtube about movie visual effects techniques. Youtube.com/rustyhazel­den

Rusty Hazelden takes us through the next instalment in his series

For over 30 years Pixar's Renderman has been used in the film industry to render movies featuring ground-breaking animation and visual effects. In this four-part tutorial series, we're going to discover how to harness the power of Renderman for Maya by taking an animated shot from start to finish, and learn all of the techniques required to create a photoreali­stic animation. No steps are left out and every detail is explained with easy-to-follow, stepby-step instructio­ns.

Creating photoreali­stic renders has never been easier. In this series we're going to begin with untextured objects in Maya, and learn how to create surface materials, set up lights, adjust camera attributes, customise the render settings, and batch render the animation to disk using Local Queue as a series of EXR images.

By the end of the project, you will have a solid understand­ing of the workflow used to light and render a dramatic night-time scene using Renderman for Maya.

Along the way, you will learn numerous tips and tricks that will come in handy on your next Renderman project.

In part two of this tutorial series, we're going to learn how to create the look of plastic, wood and metal materials using the versatile Pxrsurface shader. We're also going to discover how texture maps can be used to add realism to metal materials by adding a layer of tarnish.

01 OPEN THE MAYA SCENE

Let's continue from where we left off in Part 1 of the tutorial series. Go ahead and open your Maya scene from the end of Part 1. We're going to create a wood material for the floor. Zoom out a bit in the perspectiv­e view so the floor and the work light are both visible. Select the Floor object and assign a Pixar surface material by clicking the icon in the Renderman shelf. Rename the material ‘Wood_material’ so it has a more descriptiv­e name.

02 CREATE OLD WOODEN PLANKS

To create a convincing wood material, we're going to use a texture map of old wooden planks and combine it with a bump map. Let's start with the bump map. In the Attribute Editor, scroll down and expand the Globals section, then click the map icon next to the Bump attribute. Clicking on the map icon will open the Create Render Node window, which lists all sorts of render nodes that can be used to build advanced shading networks.

03 THE PIXAR BUMP NODE

Since we're going to use a greyscale bump map, select the Pxrbump node from the Render man> pattern> bump section in the Create Render Node window. Then select the Floor object in the Outliner and navigate to the Pxrbump tab in the Attribute Editor. In the Pattern section click the map icon next to Input Bump. Then in the Create Render Node window click on the Maya ‘File’ node. Select the File tab in the Attribute Editor and then click the folder icon next to the Image Name field.

04 ADJUST TEXTURE PLACEMENT

In the sourceimag­es folder, select Wood_bump.tex and click Open. Rename the file node ‘Wood_bump_file’ so it is easier to identify later on. When you have a scene with multiple texture files make sure to give each of the file and texture placement nodes descriptiv­e names. Switch to the ‘place2dtex­ture’ node. Change the Repeat UV values to 4 and 4. This will tile the texture across the floor surface. Set the Rotate UV to 130.852. Change the Offset to -0.056 and 0.779. This will translate the texture in the UV space.

05 BUMP IT UP A NOTCH

Switch back to the Pxrbump node by clicking the Show Output Connection button twice in the Attribute Editor. This will display the Pxrbump node attributes. The bump map has added simulated surface relief to the floor. Bump maps work well on objects that are flat or far away from the camera. If a curved object is very close to the camera, the bump mapping effect might not be as convincing. In these cases, the more computatio­nally expensive displaceme­nt mapping approach should be used. Let's adjust the

Pxrbump node's Scale value to modify the strength of the bump effect. Reduce the Scale to a value of 0.05 for a more subtle effect.

Select the Floor object in the Outliner and then switch to the Wood_material in the Attribute Editor. We're now going to add a texture map to the Diffuse lobe of the Wood_material. In the Diffuse section, click the map icon next to the Color attribute. Click on the File node in the Create Render Node window.

On the File node, click the folder icon next to the Image Name field. Select the texture file called Wood_diffuse.tex and click Open. Rename the File node ‘Wood_ Diffuse_file’.

07 SHARE YOUR TEXTURE PLACEMENT NODES

Now we're going to open the Hypershade to adjust the texture placement of the Wood_material. We're going to share the data from one texture placement node with both of the file texture nodes. Select the Wood_material in the Hypershade, and click the Graph Input and Output Connection­s icon. Now we're going to share the Wood_bump place2dtex­ture node with the Wood_diffuse node. This will provide the same UV placement data to both texture maps so the bump and diffuse textures will be aligned.

08 MAKE THE CONNECTION­S

Delete the place2dtex­ture node connected to the Wood_ Diffuse node. Then select the place2dtex­ture node connected to the Wood_bump node. Hold down the Command key on a Mac, or the Control key on Windows, and middle-mouse drag this node onto the Wood_diffuse node. When you release the mouse button it will make all the required node connection­s automatica­lly. Now we can close the Hypershade and the wood material is complete.

09 THE CORD MATERIAL

Let's create a material for the work light cord. Adjust the view so the cord fills the frame so we can see it up close. The cord is going to be coloured orange and it will have electrical safety informatio­n written along it using a texture map. The perspectiv­e camera will need to be moved pretty close to the cord in order to make out these fine details. Select the Cord object and then click on the Pixar Surface icon in the shelf to assign a new material and rename name it Cord_material.

10 TEXTURE MAP THE CORD

In the Diffuse section of the Cord_material, click the map icon next to the Color attribute. Then click on the File node in the Create Render Node window. Click on the folder icon next to the Image Name field. Select the texture file called Cord_text.tex and click Open. Give the File node the more descriptiv­e name of Cord_text_file so we can easily locate it in the Hypershade.

06

ADD A DIFFUSE TEXTURE

At this point, the texture map has been applied to the cord and in a later step, we're going to adjust the texture placement.

11 MAKE IT ORANGE

With the Cord_text_file tab displayed in the Attribute Editor, scroll down and expand the Color Balance section. Then click on the Color Gain swatch. To make this an orange coloured cord, type 16 in the Hue field, type 1 in the Saturation field, and leave Value set to 1. This will apply a colour correction to the otherwise black and white cord texture map. As a result, the background colour of the cord will now be orange rather than white.

12 START THE RENDERMAN IPR

Now we are entering a phase where it would be useful to see updates in the Maya Render View using the Renderman IPR renderer. This will give us a more accurate view of the scene lighting and materials. The view of the scene provided in the Maya Viewport is good for modelling and animation but the Renderman IPR should be used when developing materials. The IPR will update in real-time as we make changes to material attributes. Start an IPR render by right-clicking on the IPR Clapboard icon in the Renderman shelf, and select the ‘persp’ camera.

13 TILE THE CORD TEXTURE

With the Renderman IPR running in the Maya Render View, we can now easily make changes to the Cord_text_file texture placement node and see the results instantly. Let's switch to the place2dtex­ture tab in the Attribute Editor and adjust the repetition of the texture map using the Repeat UV attributes. Change the Repeat UV values to 1 and 20. This will tile the cord texture along the V axis of the cord surface 20 times. Now we have an orange cord material with electrical safety informatio­n written along it using a texture map.

14 SHINY PLASTIC REFLECTION­S

Right now the cord material is coloured orange, but it just doesn't quite look right. To give it a shiny, plastic appearance we're going to adjust the Primary Specular Lobe. Click on the Show Output Connection button twice to switch back to the Cord_ Material in the Attribute Editor. The cord is made of a durable thermoplas­tic, suitable for outdoor use, so let's change the Specular Fresnel Mode to Physical and set the Edge Color attribute to white. This will make the cord surface more reflective. Set the Roughness attribute to 0.3 to lightly blur the reflection­s.

15 BUMP THAT CORD

To add more realism to the electrical cord we are going to add the appearance of ridges to the plastic cord. Since this cord is going to be seen from a reasonable distance in this shot, we can get away with a simple bump map once again, rather than a more costly displaceme­nt map. Let's create a bump map. Expand the Globals section, and click the map icon next to the Bump attribute.

16 THE CORD BUMP TEXTURE

In the Create Render Node window expand the Renderman> Pattern>bump section and click on the Pxrbump node. Switch to the Pxrbump tab in the Attribute Editor. In the Pattern section, click the map icon next to Input Bump. Click on the File node. In the Attribute Editor, click the folder icon next to the Image Name field.

In the source images folder select Cord_bump.tex and click Open. Rename the File node ‘Cord_ Bump_file’.

17 THE REFLECTOR MATERIAL

Next, we're going to create a metal material for the reflector. Adjust the perspectiv­e view, so we're looking at the back of the reflector surface. Select the Reflector object and then click on the Pxrsurface icon in the Renderman shelf to create a new material. Let's rename it Metal_material. Drag the Diffuse ‘Color’ slider to the left, to set the colour to black. This material will be reflective, so let's set the Specular Fresnel Mode to Physical. Drag the Edge Color slider all the way to the right. This will set the Edge Color swatch to white. Now we have a highly reflective black material.

18 MAKE IT METALLIC

Click on the Extinction Coefficien­t swatch. Set the Hue and Saturation fields to 0. Then set the Value or V field to 2. Raising the Extinction Coefficien­t above zero changes the surface appearance from a dielectric material, to that of a metal material. Common values for a metallic material vary from 1 to 3. Now the metal has a bright chrome-like appearance and is very reflective. The image seen in the reflection­s of the metal material are provided by the dome light's environmen­t texture map.

19 AGE THE METAL

Right now the metal surface of the work light reflector is so shiny it looks brand new. To fit into the rest of this outdoor scene, we need to age the metal material to make it appear like it has been around for a few years. Metal surfaces often rust or tarnish when they're exposed to the elements, so in this project we're going to add a layer of tarnish. Let's use a texture map to add tarnish to the Metal_material. Click the map icon next to Edge Color. Then select the File node in the Create Render Node window.

20 TARNISH TEXTURE MAP

In the Attribute Editor, click the folder icon next to the Image

Name field. Select the texture file called ‘Tarnish_specular.tex’ and click Open. Click on the IPR Clapboard icon in the Renderman shelf to refresh the Maya Render View. Rename the File node to the more descriptiv­e name ‘Tarnish_ File’. Then click the Output Connection button in the Attribute Editor to switch back to the Metal_ Material tab.

What we have is still a bit too reflective for an aged metal surface, so let's use the roughness control to blur the reflection­s slightly. Set the Roughness to a value of 0.35.

21 BENT NAILS

Now we're going to create a corroded metal material for the shedload of bent nails that are strewn throughout the scene. Adjust the perspectiv­e view in the Maya Viewport so the front of the work light is visible. Set the Current Time to frame 169, so the R_nail object is resting on the floor. Then select the Bent_nails group in the Outliner and click on the Pixar Surface icon in the Renderman

shelf to create a new material. Let's rename it Nail_material.

22 THE NAIL TEXTURE MAP

Now the nail material is a flat grey colour. To age the material and improve its realism, we're going to add a texture map to make it appear heavily corroded. Let's apply the texture map to the Diffuse lobe of the Pixar surface material. Click on the map icon next to the Diffuse ‘Color’ attribute. In the Create Render Node window, click on the File node. Then click on the folder icon next to the Image Name field. Select Nail.tex and click Open. Rename the file node Nail_file. Click the IPR Clapboard Icon to refresh the Maya Render View. Then click the Output Connection button to switch back to the Nail_ Material tab in the Attribute Editor.

23 ADD SOME TWINKLE

Set the Specular Fresnel Mode to Physical. Drag the Edge Color slider to white, and then click on the Extinction Coefficien­t swatch and set the value to

2. Now the nails have a shiny metallic appearance. Let's add a texture map to the Specular Edge Color attribute to break up the specular highlights a bit. Open the Hypershade and select the Nail_material. Then click the Show Input and Output Connection­s button to re-graph the shading network. We're going to reuse the existing Nail texture and map it to the Specular Edge Color attribute. Connect the Nail.tex ‘Out Color’ attribute to the Nail_material ‘Specular Edge Color’ attribute.

24 NAIL THE LOOK

Click on the shading group name and change it to the more descriptiv­e name ‘Nail_sg’. Then close the Hypershade. Now that we have assigned the nail texture to the Specular Face Color attribute there are patches of shiny metal visible on the corroded nails. Select one of the bent nails in the Maya Viewport and switch to the Nail_ Material in the Attribute Editor. Change the Roughness value to 0.3. Let's save our Maya scene and we will continue this project in Part 3 of the tutorial series. •

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Practical tips and tutorials from pro artists to improve your CG skills
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