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RenderPool Radeon ProRender for Blender Usage Manual

RenderPool Radeon ProRender for Blender Usage Manual

RenderPool Radeon ProRender for Blender Usage Manual

Morgenrot.inc

April 18, 2022
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  1. Radeon ProRender for Blender
    How to use Manual

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  2. • Installation
    • Viewport rendering
    • Materials
    • AOV/Render Pass
    • ToonTrace/Contour
    • Rendering with Renderpool
    • Others
    2
    2
    目次
    3
    13
    17
    23
    30
    34
    41

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  3. Installation
    3
    3

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  4. AMD Radeon™ ProRender, a high-performance, physics-based rendering engine for
    Professional and amazingly photorealistic images can be created.
    Built on AMD's high-performance Radeon™ Rays technology, Radeon™ ProRender's fully scalable ray
    tracing engine uses open industry standard tools to maximize GPU and CPU performance for fast and
    impressive results. The result is a high quality, high quality, and high quality product.
    4
    Radeon Pro Render

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  5. Install
    Blender版のRadeon ProRenderインストール方法になります。
    ※ここでは、Windowsでのインストール説明になります。
    ①Install Python
    https://www.python.org/downloads/windows/
    Download and install version 2.7 or higher from the above site. (Skip this step if the software is already installed.)
    ②Radeon ProRender for Blender
    https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderBlenderAddon/releases
    Download the installer from the above site.
    5
    5

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  6. Install
    ③Open Blender
    ④Open Edit->Preferences
    6
    6

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  7. Install
    ⑤Click on Install in the Add-Ons under preference menu
    ⑥Select the downloaded file
    RadeonProRenderForBlender_###_Windows.zip
    7

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  8. Install
    ⑦Add check on Renderer:Radeon ProRender
    ⑧Under Render Properties, Switch from Eevee to Radeon
    Prorender
    8

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  9. Install
    Material LIBRARY installation
    ※The installation instructions here are for Windows.
    ① Material LIBRARY FOR WINDOWS download page
    https://www.amd.com/ja/technologies/radeon-prorender-downloads
    ② Run the Downloaded Material LIBRARY FOR WINDOWS (as of 2021/07/10). 。
    9
    9

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  10. Install
    ③Click on Next
    ④ Add check on ”I accept the terms in the License Agreement”
    And click on next
    10

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  11. Install
    ⑤ Click Next
    ⑥ Click on Install
    11

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  12. Install
    ⑦Installation
    ⑧After installation, click on finish to
    Complete the installation for Material LIBRARY FOR BLENDER
    12

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  13. Viewport Rendering
    13

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  14. Viewport Rendering / How to View RPR result on Viewport
    Select from viewport shading to render view on the upper right
    corner
    After switching, viewport should show result as Radeon ProRender
    view.
    14

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  15. マテリアルのアサイン
    Shading tab> Shader Editor、
    Inside Shader Editor select Add->Shader->RPR Uber material,
    Connect the RPR uber out to material output surface to assign
    material.
    After the change, The display will be available for Radeon ProRender in
    the viewport
    RPR Uber Material RPR Toon Material
    15

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  16. レンダリング画像の確認
    Select Menu Bar->Render->Render image
    You can see the final rendered image using the RPR renderer.
    16

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  17. Materials
    17

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  18. RPR Uber Material
    RPR Uber Material
    Radeon ProRender Default Material
    RPR Toon Material
    RPR Toon Material
    See Appendix
    18

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  19. RPR Bump & Normal
    RPR Uber Material allows Normal and Bump setups just like
    Blender's standard PrincipledBSDF shader
    Bump map Normal map
    Caution:
    ColorSpace of the texture in the Normal map should be RAW
    19

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  20. RPR Displacement
    RPR Uber Material can generate Displacement from Blender's
    standard MaterialOutput.
    ①Change the Displacement Method in Material Properties to
    Displacement Only or Displacement and bump.
    ②Setup shader node just as the image shows
    20

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  21. RPR Displacement
    ③ Inside ObjectProperties->RPRSettings apply check on
    Subdivision
    ④Displacement is applied on the render view
    21

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  22. RPR Displacement
    ⑤If the polygon is low, put the displacement level higher to show
    better quality of displacement.
    Displacement level 1 Displacement level 5
    22

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  23. AOV/Render Pass
    23

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  24. AOV / List of Render Pass
    Choose the Render pass you want to see from View Layer
    Properties
    After rendering, you can see what kind of render pass is rendered out
    from Compositor window.
    24

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  25. AOV / List of Render Pass
    Color Material Index
    Opacity World Coordinate UV Geometric Normal Shading Normal
    Depth / 深度 Object ID Object Group ID Shadow Catcher Background Emission Velocity
    画像準備中
    ※Output in one color
    because of one object RPRMatteMaterial.
    Assign to the ground and turn
    on ShadowCatcher
    現在、非対応
    画像準備中
    25

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  26. Direct Illumination Indirect Illumination Ambient Occlusion Diffuse Direct Diffuse Indirect
    Reflection Direct Reflection Indirect
    Refraction Subsurface/Volume Albedo Variance Lightgroup CameraNormal
    RPR1で対応
    RPR2では
    現在非対応。
    画面が黒になる が黒になる
    Reflection Catcher
    RPRMatteMaterial.
    Assign to the ground
    and turn on
    ReflectionCatcher
    非対応
    非対応
    26
    AOV / List of Render Pass

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  27. AOV / List of Render Pass
    CryptoMaterialObj
    CryptoMaterialMat
    https://radeon-pro.github.io/RadeonProRenderDocs/en/plugins/blender/motion_blur_geometry.html
    Official Site
    27

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  28. Object ID Setting
    After selecting an object, enter a number in the Attribute Editor >
    ObjectProperties->Relations->Pass Index for the selected object
    The ID Mask node in Blender's Compositor allows
    masking by the number set in the PassIndex.
    Object IDs are displayed in colors assigned by number. The same
    number will be displayed in the same color. In order to color-code each
    object, you must first configure the settings.
    Caution: Settings cannot be made or changed on the Render Pool.
    28

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  29. Material ID Setting
    Select shading group in Hypershade>.
    Enter a number in the RPR Material Id field under Extra
    Attributes.
    ※ You can check by selecting Radeon ProRender
    >AOV>Material Id.
    The Material Id displays the color assigned according to the number,
    and the same number displays the same color.
    In order to color-code each object, it is necessary to set the color
    first.
    Caution: Settings cannot be made or changed on the Render Pool.
    29

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  30. ToonTrace
    30

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  31. Render Setting / ToonTrace①
    Open View Layers Properties,
    Add check on Outline Rendering

    Outline Rendering: ToonTrace is displayed by turning it ON
    Use Object ID: Set ON/OFF of line output by Object ID
    Use Material Index: Set ON/OFF of line output by Material Index
    Use Shading Normal: Line output by normal threshold
    Line Width Object: Line thickness settings output by Use Object ID
    Line Width Material: Line thickness settings output by Use Material Index
    Line Width Normal: Line thickness setting output by Use Shading Normal
    Normal Threshold: Threshold of the line output by Use Shading Normal
    Antialiasing: Antialiasing strength (0.0 to 1.0)
    Use UV: Set ON/OFF of line output by UV
    Line Width UV Use UV to set the thickness of the output line.
    Threshold UV Use Threshold of the line output by UV
    ToonTrace settings.
    The Renderer in the viewport is set to
    If you have changed to Radeon ProRender
    ToonTrace is displayed in the viewport.
    Enable:ON Enable:OFF
    31

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  32. Render Setting / ToonTrace②
    Material Index
    Object Index
    Use Material Index: ON
    Line Width Material: 1.0
    Antialiasing:1.0
    Use Material Index: ON
    Line Width Material: 5.0
    Antialiasing:1.0
    Use Material Index: ON
    Line Width Material: 5.0
    Antialiasing:0.1
    Use Object ID: ON
    Line Width Object: 1.0
    Antialiasing:1.0
    Use Object ID: ON
    Line Width Object: 5.0
    Antialiasing:1.0
    Use Object ID: ON
    Line Width Object: 5.0
    Antialiasing:0.1
    UV
    Use UV: ON
    Threshold UV: 0.0
    Antialiasing:1.0
    Use Object UV: ON
    Threshold UV: 0.1
    Antialiasing:1.0
    Note:The Object Index and Material Index are the colors extracted by the Cryptomatte(Legacy) node of the Compositor.
    32

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  33. Change by value of Antialiasing / Zoomed in view
    ※Changed to Line Width Normal:5.0 to make the change
    easier to see.
    Render Setting / ToonTrace③
    Normal Threadshold: 5.0 Normal Threadshold: 45.0 Normal Threadshold: 85.0
    Antialiasing: 0.1 Antialiasing: 1.0
    Line Width Normal:5.0
    Antialiasing:1.0
    Line Width Normal:5.0
    Antialiasing:0.0
    33

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  34. Rendering with Renderpool
    34

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  35. Rendering with Renderpool/ Common
    ②Click on Output Properties,
    Set your resolution for > Width , Height from Common tab
    Caution: The resolution cannot be freely changed on the Render Pool,
    so it must be set on Blender.
    Sets the output resolution.
    ①Click on SceneProperties,
    Set the renderable camera from here
    35

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  36. Render Setting / Sampling
    Sample values can also be set/changed on the Render Pool as
    described below.
    ※The values in Blender are taken over to the rpr file as initial values.
    Click Render Properties, then click
    Max Samples
    Enter a sample value.
    36

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  37. Render Setting /AOVs
    Select View Layers Properties、Render Settings.
    Add check on Render passes you would like to render out
    ※The output AOV can also be set/changed on the Render Pool as described below.
    37

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  38. Menu bar File > Export >Radeon ProRender (.rpr)
    We will set our RPR Scene Export from the image below
    Rendering with Renderpool/ Export
    RPR Scene Export.
    The camera specified here will be enabled.
    38

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  39. Rendering with Renderpool/ Export
    Export Animation Adding check here will let you export as animation
    First Frame:Specifies the first frame of the export range.
    End Frame:Specifies the last frame of the export range.
    Export Single File:
    ON When exporting, no RPRsb files is created and a single RPR file is output.
    OFF During Export, the file is split into RPRsb.
    ※It is recommended that the output be turned off.
    Compression: Compression ratio of geometry data.
    RPR (,rpr): Specify the location of the file to be output and start exporting
    39

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  40. Compress the output material using zip or 7z.
    ※ Compression formats supported by RenderPool
    Rendering with Renderpool/ Archive Exported Data
    The output folder for RPR-ized data
    contains .rprsb files, .json files, .rpr
    files and other data are written out.
    Upload the compressed version to Render Pool.
    40

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  41. Others
    41

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  42. Others / Material Library
    Inside Materials Properties,
    You can open Material Library Browser.
    You can also select a material from the library and use it.
    42

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  43. Others / Convert PrincipledBSDF from other render engine
    You can convert from Material Properties->Surface by clicking
    on "Convert Principled To Uber".
    It is possible to convert Blender's PrincipledBSDF shaders to RPR
    shaders.
    43

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  44. View Slide