MoI discussion forum
MoI discussion forum

Full Version: RenderMan in 3dcoat

Show messages: All  1  2-17

From: BurrMan
7 May 2017   [#2] In reply to [#1]
Hi Michael,
Now that we can have a personal version of RenderMan loaded and working, maybe it can be in consideration for the render engine for MoI to tie into? Wouldn't that be sick!!!




I'm really liking the workflow of it and just it's general use. Have you ever looked at it?

Anyway.......
From: Michael Gibson
7 May 2017   [#3] In reply to [#2]
Hi Burr, yeah I have looked at it back in my Rhino days. But tying into a low level render engine is a pretty huge project because you'd probably be looking at all kinds of UI and workflow design for setting up and editing materials and lights and all that. That entire area is just not a focus for MoI itself still.

- Michael
From: chippwalters
13 May 2017   [#4]
Michael,

While I certainly agree with you regarding the ancillary functions of lighting, camera, mapping and material handling, there might be a way to ignore all of that.
You could possible just create an ambient occlusion lit scene and render it with the camera and light positioning of the current viewport. Some examples:



<https://d1a9v60rjx2a4v.cloudfront.net/2013/10/02/23_14_29_6_screen1_1.jpg>



You could offer the option of overlaying with wireframe:



This would have the advantage of people able to 'visualize' their design, which is really important when "sketching" in 3D. Many times I've noticed a fillet is too small, or a detail too large ONLY after I've exported and rendered the MoI3D model.

Just a thought...
From: Michael Gibson
13 May 2017   [#5] In reply to [#4]
Hi Chipp, yes I've thought pretty close along those same lines before that I would like to have a simple kind of rendering like that built in directly to MoI at some point here. Something that could give you a result without any lighting setup like you're describing. I'd probably at least give a try at writing the renderer myself though.

- Michael
From: mkdm
13 May 2017   [#6] In reply to [#5]
Hi Michael.

@You "...Something that could give you a result without any lighting setup like you're describing. I'd probably at least give a try at writing the renderer myself though..."

Sounds very interesting...and in perfect Moi's unique style!

Thanks.
From: mkdm
13 May 2017   [#7] In reply to [#4]
What a very interesting suggestion !!

+1000 for your idea!

Thanks Chipp :)
From: BurrMan
13 May 2017   [#8] In reply to [#5]
Even just looking at generating rib's with librib.a without the other stuff, that could then be extended by others.

But there doesnt seem much intrest in renderman here.

Looking forward to your's! (No timeframe expected)
From: PaQ
13 May 2017   [#9] In reply to [#8]
Ho yeah, I'm all for an NPR solution too !

Here's a little shader test, using no lights.

- Point incidence gradient to create the cell diffuse look
- camera incidence gradient for the rim light (self illumination)
- multiply by an occlusion as self-illumination.
I'm sure Michael can do something pretty cool, current MoI viewport is allready super sexy.

Image Attachments:
NPR.jpg 


From: amur (STEFAN)
14 May 2017   [#10]
That looks very nice PaQ!

I wonder why RenderMan is suggested, since we have Max's Cycles solution for a long time now?!
I could also imagine once Michael would implement Rendering Options in MoI people would ask then
for more rendering features, "stealing" Michaels time for implementing Modeling Tools for MoI... ;-)

Regards
Stefan
From: chippwalters
14 May 2017   [#11]
FWIW, I like Michael's idea of just having an OpenGL shaded viewport he codes himself. That way he can add AO, lighting modes, etc based on the video card available (I suspect the OpenGL api takes care of most of this). That way we can have realtime views.
From: Michael Gibson
14 May 2017   [#12] In reply to [#11]
Hi Chipp, well the kind of renderer that I was referring to would likely be an offline type renderer where it goes off and crunches for a minute or something, not a realtime viewport display one.

That generally makes it easier to focus on quality instead of totally on speed at the expense of quality. So I'll be able to do things like generate a custom mesh for the render that's fitted to the render image screen space so you won't see any polygons. There are some pieces in place to do some of that now actually, the PDF/AI exporter in V3 does that for the shaded background image.

The OpenGL API doesn't is actually pretty low level, it doesn't really take care of any of those sorts of things for you it involves a whole bunch of custom shader programs and work unfortunately.

That's not to say I wouldn't want an integrated renderer to be pretty fast, but realtime is a different thing yet than that.

- Michael
From: Martin (MARTIN3D)
14 May 2017   [#13] In reply to [#9]
Hi PaQ,

that is a very nice looking rendering. Do I understand correctly that it was done in MoI? At least you show it in the MoI viewport.
Unfortunately I don't understand the following:

Here's a little shader test, using no lights.

- Point incidence gradient to create the cell diffuse look
- camera incidence gradient for the rim light (self illumination)
- multiply by an occlusion as self-illumination.


-Martin
From: PaQ
14 May 2017   [#14] In reply to [#13]
Hi Martin,

Sorry for the confusion, it's actually a 'fake' screen.
It's rendered in Modo, using easy (fast) computing method : only gradients and an ambient occlusion. (no raytrace shadow, no GI, etc)
From: BurrMan
14 May 2017   [#15] In reply to [#8]
And it's hard to be worried about it. Just upgraded to Simlab 8 and it just keeps getting better and better!

They really are putting a lot of effort into presentation abilities, for sharing stuff. It's really hard to beat....
From: Frenchy Pilou (PILOU)
14 May 2017   [#16]
And SimLab Composer Light is free! max 1920 * 1040 ;)
http://www.simlab-soft.com/3d-products/simlab-composer-freelicensee.php#lite



From: mkdm
15 May 2017   [#17]
Hi chippwalters and PaQ and everyone.

If you have Rhino+Thea Render it's also very easy and very very fast to generate realtime pseudo ambient occlusion
rendering in three easy steps :

1) Copy past object from Moi to Rhino

2) In rhino assign to all objects a simple white diffuse material

3) Play realtime viewport rendering with TheaRender plugin

Here's a quick and dirt video capture (sorry for the very bad quality but I recorded with my phone and left hand...)








Show messages: All  1  2-17