I Like Red Hair, Definitely.
摘要:Refactored my implementation for Artistic Friendly Marschner to RSL 2.0 format. Still have no free time to accomplish my multiple scattering stuff for hair. Just rendered two samples according the real photo, sorry for my poor artistic creativity. Code is herehttp://ortholab.codeplex.com/SourceContr
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2012-03-31 14:56
Bo Schwarzstein
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Alembic for Mudbox
摘要:After spent some time on Alembic, a Mudbox plugin was finished.The code is at my Ortholab, youi should compile this plugin by your self. Current Alembic has not supplied a pre-built Windows binary so that it will be more comfortable on Linux platform, at the same time, as we know, the most studios a
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2012-03-01 13:41
Bo Schwarzstein
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Note for the Implemention of Energy-Conserved Marschner Hair Reflectance Model
摘要:I do not know why load the precomputed textures into shader produces so bad effect, and precomputing really cost me to much time (one texture cost nearly 40 minutes on my dual core E5200), I really do not think the ECMarschner is a good common choice for production hair rendering. People may check m
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2011-12-09 10:33
Bo Schwarzstein
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Physical Sky in ARNOLD
摘要:Implemented CIE Standard Sky as an environment shader in ARNOLD, next step is Preetham Sky, this should be finished tomorrow. Implemented basic Preetham Sky, and later I will add more artistic para...
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2011-11-22 21:16
Bo Schwarzstein
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Hair Rendering More and More
摘要:Added a new color component to control glint in my Artist Friendly Marschner shader for RenderMan. You may dowload the source code from Ortholab. I’m working on “An Energy-Conserving Hair Reflectan...
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2011-11-10 13:43
Bo Schwarzstein
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“Correct” Glass in AR
摘要:As we know, almost the all ray-tracers are based on Backward Ray-Tracing, cast rays from camera, sample the lights, not emit photon from light sources. So to the important reflection and refraction...
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2011-09-29 22:12
Bo Schwarzstein
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Multiple Importance Sampling in ARNOLD
摘要:ARNOLD render supplies very flexible APIs for MIS(Multiple Importance Sampling) which is an important and classical sampling method to sample both BRDF and light source. MIS has been involved into offline production recently, at the same time, PBR is an unavoidable trend to everyone.I strongly insis
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2011-09-23 16:18
Bo Schwarzstein
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NtoA : An Procecedural Node to import Naiad EMP to Arnold renderer
摘要:Offical EM's Naiad Buddy for Arnold can't fit my requirements, so I wrote a procedural to load .emp cache file and generate AR's node directly. All code could be checked out at Ortholab/NtoA. WARNING:...
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2011-06-20 16:18
Bo Schwarzstein
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Simple Metallic Paint for mental ray
摘要:在医院的时候闲着没事天天用笔记本看论文玩,翻到了一篇SIGGRAPH 2009的Poster名为《Reflection Model of Metallic Paints for Reflectance Acquisition》,由广岛城市大学(Hiroshima City University)的马场正志(Masashi Baba)和浅田直树(Naoki Asada)所写。经过测试发现他们的模型要比mi_metallic_paint复杂一点点,而Flake层却又不同于mi_car_paint。这里的Flake层是用的高斯分布,也就是用样本去扰动第二高光。我直接在shader中采样高斯分布的CDF
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2011-04-21 10:29
Bo Schwarzstein
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Production Hair Rendering in RenderMan
摘要:这个是我为Autodesk Technical Summit 2011,一个对外的技术宣讲活动而准备的讲演内容,主题为“Production Hair Rendering in RenderMan”,关于用RenderMan渲染毛发的一些东西。感兴趣的朋友可以下载下来看看。There some materials about ourAutodesk Technical Summit 2011 conference, my topic is "Production Hair Rendering in RenderMan", if you're interested o
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2011-03-02 09:48
Bo Schwarzstein
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STOKES Birds of a Feather
摘要:E5200 OC 2.9GHz, OpenMP 2 threads, rasterized 2 level noised density fields into a 512M volumn in 1150.62 seconds with paging system, used 130M memory, a deal between time and space.To stokes, I have to take care about multithreading, GPU and even network, paging system for DSO rendering etc.I decid
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2011-01-09 02:37
Bo Schwarzstein
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CUDALUT - Real-Time Color Space Conversion Tools based on CUDA
摘要:This image processing tool which is used to do color transform by a 3D LUTwas requested by a friend several days ago, I’d like to release it now.I have implemented the tetrahedral interpolation ...
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2010-11-24 18:10
Bo Schwarzstein
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RenderMan与CG生产流程简述
摘要:RenderMan与CG生产流程简述 周波 版权所有 更新日期 2010年11月12日 随着国内CG事业的发展 ,越来越多的人开始学RenderMan,越来越多的公司也逐渐的开始尝试使用RenderMan做片子。我在进入Autodesk前一直在南京的CG公司兼职工作,由于工作需要使用了RenderMan。许多朋友都会问我关于RenderMan的问题,下面是我对在流程中使用RenderMan...
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2010-11-12 23:50
Bo Schwarzstein
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RenderMan Procedural Primitive DSO : No active context.
摘要:许多年轻滴朋友都开始学习RM了,Procedural Primitive这个RM强大的功能当然是不可少的。我已经不止一次的被人询问按照RM文档的范例写那个球的DSO问题,总会出现如下错误, A00000 {WARNING} RiSphere: No active context. 这个问题出现的原因是DSO没有用正确的静态库链接——我们需要用的库是prman.lib,而...
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2010-10-04 19:14
Bo Schwarzstein
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Maya Mesh Relaxation Deformer
摘要:“meshRelaxation” is a Maya Deformer Node which is used to smooth the mesh in order to clear the noise, it should be useful for clothing simulation in Maya-based CG production workflow.You can get the source files from OrthoLab.Dragon Stanford Bunny
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2010-07-21 20:35
Bo Schwarzstein
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Dinornis – Rendering your Model in Mudbox by RenderMan Directly !
摘要:从PD(Program Designer)的角度来说,我的这些工具纯粹的是为自己公司的工具找茬的——用户不需要买那么多其他产品了。可是对于CG生产流程来说,我觉得我做的还是比较有意义的。 “蒂诺尼斯”是一个渲染器连接器,主要为RenderMan流程设计。长久以来,displaced subdivision mesh渲染后是啥样一直是个比较头疼的问题...
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2010-03-28 11:13
Bo Schwarzstein
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Sampling Hair Density Field by Deterministic Importance Sampling
摘要:首先,不要跟我说Shave怎么好怎么好。第一,99%人用的都是盗版;第二,Shave,包括Houdini Fur都没有完美解决高度displacement后的精确毛发生长问题。Houdini fur的Paint Density完全就是个基于顶点着色后差值的废物,根本无法和3D Paint这一步骤完美的结合起来。我提出的这个方案可以完美的解决这个问题,特别适合植物和草皮等等这些东西的制作上。更甚可以...
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2010-02-24 20:19
Bo Schwarzstein
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Geometry Imager Viewport Filter
摘要:An Mudbox plugin, for export geometry world position and normal as textures.Tested in Mudbox 2010 & 2011 (beta 3 in-house version).
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2010-02-14 17:52
Bo Schwarzstein
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