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
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
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
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
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
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
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
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
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
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
on Outline Rendering <Contour Render Mode> 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
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
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
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
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
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
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
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