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RenderPool Radeon ProRender for Maya Usage Manual

RenderPool Radeon ProRender for Maya Usage Manual

RenderPool Radeon ProRender for Maya Usage Manual

Morgenrot.inc

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

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  2. • Installation
    • Viewport rendering
    • Materials
    • AOV/Render Pass
    • ToonTrace/Contour
    • Rendering with Renderpool
    • Others
    2
    Contents
    3
    15
    22
    26
    33
    38
    45

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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. This section describes how to install Radeon ProRender for Maya.
    ※The installation instructions here are for Windows.
    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.)
    ②Install Radeon ProRender for Maya.
    https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderMayaPlugin/releases
    Download the installer from the above site.
    ③Execute the Downloaded RadeonProRenderMaya.msi file.
    5
    Installation

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  6. ④Click Next
    ⑤Add check on ”I accept the terms in the License Agreement”
    And click on next
    6
    Installation

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  7. ⑥ Click Next
    ⑦Click on Install
    7
    Installation

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  8. ⑧Installation
    ⑨After installation, click on finish to
    Complete the installation for Radeon ProRender
    8
    Installation

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  9. 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
    Installation

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

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  11. ⑤ Click Next
    ⑥ Click on Install
    11
    Installation

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

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  13. Installation/Loading Plugin
    Menu bar Windows > Settings/Preferences>Plug-in manager
    and check "Loaded" for "RadeonProRender.mll".
    When you check Hypershade after loading Radeon ProRender Plugin,
    You can see that shaders specifically for Radeon ProRender are
    loaded.
    Do not check "Auto load" for plug-ins. Once the plug-in is
    loaded, the Radeon ProRender Global node
    and will remain in projects that do not use Radeon ProRender.
    This may have an impact on other projects
    Note:
    13

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  14. Render Setting / Render Using
    Open Render Settings by clicking on the menu bar
    Windows>Rendering Editors>Render settings.
    In Render Settings, change Render Using to Radeon ProRender.
    In the System tab of Render Settings, change Preferences for to
    FinalRender and check GPU from Render Devices.
    Change Preferences for to Viewport & Thumbnail.
    Check the GPU checkbox under Render Devices.
    You can check your settings when using Radeon ProRender.
    14

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  15. Viewport Rendering
    15

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  16. Viewport Rendering / How to View RPR result on Viewport
    Select the view panel Renderer > Radeon ProRender.
    After the change, The display will be available for Radeon
    ProRender in the viewport
    16

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  17. Viewport Rendering / Material Assign
    Open Hypershade from the menu bar Windows > Rendering
    Editors > Hypershade.
    Create a Radeon ProRender material from Hypershade’s and
    Assign the material to the object.
    If the View Panel Renderer has been changed to Radeon ProRender,
    You can see the RPR material on the viewport.
    RPR Uber Material RPR Toon Material
    17

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  18. Viewport Rendering / How to View RPR result on Viewport
    Select the menu bar Windows>Rendering Editors>Render
    ViewIPR render the current frame.
    IPR display is recommended. The final result may differ from the
    viewport view because it depends on the resolution of the display.
    Note:
    18

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  19. Viewport Rendering/ How to View AOV Render pass on IPR
    To display the AOV in RenderView, click on the menu bar
    Windows>Rendering Editors>Render settings and open Render
    Settings.
    In the AOVs tab of Render Settings, select "Displayed in Render
    View" and change the AOV to the one you want to display.
    19

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  20. Viewport Rendering/View Render results
    Menu bar Radeon ProRender>Render>
    Select Start a Production Render.
    You can see the final rendered image using the RPR renderer.
    20

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  21. Viewport Rendering/Check Render result
    <Icons>
    ①Render the current frame
    ②Render Region
    ③The camera can be changed from the Render View menu bar
    >Render >Render.
    ① ②

    21

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  22. Materials
    22

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  23. RPR Uber Material
    RPR Uber Material
    Radeon ProRender Default Material
    RPR Toon Material
    RPR Toon Material
    See Appendix
    23

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  24. RPR Bump & Normal
    Radeon ProRender's Normal and Bump setups are in
    Hypershade, with the following node setups.
    Bump map Normal map
    Caution:
    ColorSpace of the texture in the Normal map should be RAW
    24

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  25. RPR Displacement
    RPR Uber Material offers two types of Displacement modes
    It is possible to produce terrain details from texture
    25
    Subdivision Mode Adaptive Subdivision Mode

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  26. AOV/Render Pass
    26

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  27. AOV / View AOV Render Pass from Viewport
    View Panel Radeon ProRender >AOV
    Select the AOV you wish to view
    After switching, you can see the material on the viewport as shown in
    the figure.
    Material Idx Camera Normal
    27

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  28. 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
    28

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  29. 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
    29
    AOV / List of Render Pass

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  30. AOV / List of Render Pass
    CryptoMaterialObj
    CryptoMaterialMat
    https://radeon-pro.github.io/RadeonProRenderDocs/en/plugins/maya/motion_blur.html
    Official Site
    30

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  31. Object ID Setting
    After selecting an object, go to the Attribute Editor > Transform
    / Extra Attributes of the selected object.
    Enter a number in the RPR Object Id
    ※You can check by selecting Radeon
    ProRender >AOV>Object Id.
    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.
    31

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  32. 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.
    32

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  33. ToonTrace
    33

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  34. Render Setting / ToonTrace①
    Open the menu bar Window > Render Setting, and from the
    Effects tab. Add check Contour Render Mode > Enable.
    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
    34

    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

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  35. Render Setting / ToonTrace②
    Material Index
    Object Id
    Use Material Index: ON
    Line Width Normal: 1.0
    Antialiasing:1.0
    Use Material Index: ON
    Line Width Normal: 5.0
    Antialiasing:1.0
    Use Material Index: ON
    Line Width Normal: 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
    35
    UV
    Use UV: ON
    Threshold UV: 0.0
    Antialiasing:1.0
    Use Object UV: ON
    Threshold UV: 0.1
    Antialiasing:1.0

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  36. Render Setting / ToonTrace③
    Normal Threadshold: 5.0 Normal Threadshold: 45.0 Normal Threadshold: 85.0
    Antialiasing: 1.0 Antialiasing: 0.0
    Change by value of Antialiasing / Zoomed in view
    ※Changed to Line Width Normal:5.0 to make the change
    easier to see.
    Line Width Normal:5.0
    Antialiasing:1.0
    Line Width Normal:5.0
    Antialiasing:0.0
    36

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  37. Render Setting / Caution point of ToonTrace
    37
    Caution:
    While the Renderer is set to Radeon ProRender
    When Contour Render Mode is turned on, the screen turns
    red; switching the Renderer to Viewport 2.0 and then back
    to Radeon ProRender will return the screen to normal.

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  38. Rendering with Renderpool
    38

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  39. Rendering with Renderpool/ Common
    Open Render Settings by clicking Windows >Rendering
    Editors>Render Settings in the menu bar.
    Caution: The resolution cannot be freely changed on the Render Pool,
    so it must be set on Maya.
    Sets the output resolution.
    Cameras set in Renderable Cameras are not reflected.
    Camera settings are made in RPR scene Export.
    39

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  40. Rendering with Renderpool/Sampling
    Sample values can also be set/changed on the Render Pool as
    described below.
    ※The values in Maya are taken over to the rpr file as the initial values.
    Click on the menu bar Windows > Rendering Editor > Render
    Setting to open Render Settings.
    From the Sampling tab, select Final Render Sampling >Max
    Samples
    Enter a sample value.
    40

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  41. Rendering with Renderpool/ AOVs
    Open Render Settings by clicking on the menu bar Windows
    >Rendering Editors>Render Settings.
    From the AOVs tab, check the AOVs you wish to output.
    ※ The output AOV can also be set/changed on the Render Pool as described below.
    41

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  42. Radeon ProRender > Export >Export Scene in the menu bar.
    Click.
    Click on "RPR Scene Export" to configure the output settings.
    Rendering with Renderpool/ Export
    rpr rendering from RPR Scene Export.
    The camera specified here will be enabled.
    42

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  43. Rendering with Renderpool/ Export
    Enable Sequence Export :
    ON Multiple frames are output.
    OFF First Frame will be output
    ※The current frame is output from RadeonProRenderMaya_3.2.3.
    You can apply more settings after adding check on Enable Sequence Export
    First Frame: Specifies the first frame of the export range.
    Last Frame: Specifies the last frame of the export range.
    Frame Extention: Naming convention for generated files.
    Frame padding:Specifies the number of frame digits to be generated.
    Export animation as single file:
    ON The deform values of the vertices are not output, only the transform values.
    OFF Outputs both the deform and transform values of a vertex.
    ※ it is recommended that the output be turned off.
    Export Textures As 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.
    Select Camera: Specifies the camera to be rendered.
    Launch Export: Specify the location of the file to be output and start Exporting
    If Enable Sequence Export is off,
    First Frame,Last Frame,Frame Extension,Frame padding will
    be greyed out
    43

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  44. 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.
    44

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  45. Others
    45

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  46. Others / Material Library
    Menu bar Radeon Pro Render >> Radeon Pro Render >>
    Radeon Pro Render >> Radeon Pro Render
    Click on Radeon ProRender Material Library and select
    Open the library.
    You can also select a material from the library and use it.
    46

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  47. Others / Convert Scene from other render engine
    ① Menu bar Arnold> Utilities> Convert Shaders to Arnold
    Instructions for batch converting a scene using
    Maya standard shaders to RPR shaders.
    ② Select All if you want all shaders in the scene to be Arnold.
    When opening Hypershade,
    You can see that the shader has been changed to an RPR shader.
    47

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  48. その他 / Convert Scene from other render engine
    ③Radeon>ProRender>Convert>Convert Arnold Scene to RPR
    ④ Select whether to keep the Arnold shaders to be converted.
    If you do not want to keep them, select Yes.
    Inside Hypershade,
    You can see that the shader has been changed to the Radeon
    ProRender shader.
    48

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