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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

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Morgenrot.inc

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

  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
  3. Installation 3 3

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

  7. Install ⑤Click on Install in the Add-Ons under preference menu

    ⑥Select the downloaded file RadeonProRenderForBlender_###_Windows.zip 7
  8. Install ⑦Add check on Renderer:Radeon ProRender ⑧Under Render Properties, Switch

    from Eevee to Radeon Prorender 8
  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
  10. Install ③Click on Next ④ Add check on ”I accept

    the terms in the License Agreement” And click on next 10
  11. Install ⑤ Click Next ⑥ Click on Install 11

  12. Install ⑦Installation ⑧After installation, click on finish to Complete the

    installation for Material LIBRARY FOR BLENDER 12
  13. Viewport Rendering 13

  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
  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
  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
  17. Materials 17

  18. RPR Uber Material RPR Uber Material Radeon ProRender Default Material

    RPR Toon Material RPR Toon Material See Appendix 18
  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
  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
  21. RPR Displacement ③ Inside ObjectProperties->RPRSettings apply check on Subdivision ④Displacement

    is applied on the render view 21
  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
  23. AOV/Render Pass 23

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

    Site 27
  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
  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
  30. ToonTrace 30

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

    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
  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
  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
  34. Rendering with Renderpool 34

  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
  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
  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
  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
  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
  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
  41. Others 41

  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
  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
  44. None