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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

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Morgenrot.inc

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

  2. • Installation • Viewport rendering • Materials • AOV/Render Pass

    • ToonTrace/Contour • Rendering with Renderpool • Others 2 Contents 3 15 22 26 33 38 45
  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. 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
  6. ④Click Next ⑤Add check on ”I accept the terms in

    the License Agreement” And click on next 6 Installation
  7. ⑥ Click Next ⑦Click on Install 7 Installation

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

    for Radeon ProRender 8 Installation
  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
  10. ③Click on Next ④ Add check on ”I accept the

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

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

    for Material LIBRARY FOR MAYA 12 Installation
  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
  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
  15. Viewport Rendering 15

  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
  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
  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
  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
  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
  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 ③ 21
  22. Materials 22

  23. RPR Uber Material RPR Uber Material Radeon ProRender Default Material

    RPR Toon Material RPR Toon Material See Appendix 23
  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
  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
  26. AOV/Render Pass 26

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

    Site 30
  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
  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
  33. ToonTrace 33

  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 <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
  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
  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
  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.
  38. Rendering with Renderpool 38

  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
  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
  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
  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
  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
  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
  45. Others 45

  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
  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
  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