is the save to rib file like inclusive?
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debating to drag my ole vista pc out of the closet to run the renderman renderer.
if the rib file will render without my content folders?
will it need the textures folders?
thanks :)
the original ds4 is on the vista-32 bits :lol:
Comments
Hello!
As far as I know, the render to RIB section has the option to export textures. If you enable this function, you will get the RIB file and a folder that contains everything that is needed to render the image. Copy the file and the folder to the other PC and start rendering.
There will be two RIB files...the one outside the folder and the one inside. Most of the time, the one outside the folder will render fine, on the machine it was made on...but not after a transfer or after Studio was closed. This is because that one knows where the original texture and shader locations are; the Studio temp folder.. The one inside the folder has the relative locations, which are pointing to that folder it is in.
So render the RIB inside the collected folder.
There will be two RIB files...the one outside the folder and the one inside. Most of the time, the one outside the folder will render fine, on the machine it was made on...but not after a transfer or after Studio was closed. This is because that one knows where the original texture and shader locations are; the Studio temp folder.. The one inside the folder has the relative locations, which are pointing to that folder it is in.
So render the RIB inside the collected folder.
Ah, good to know that. Thank you!
So all you need is the folder. Copy it to the other PC and start rendering. You can start the render simply with right clicking the RIB file inside the folder and choose render with 3Delight. 3Delight standalone has to be installed on that PC of course.
thanks :)
gonna have to empty half a closet to get the old pc :shut: :lol:
Or if its just for noncommercial use you could save the trouble and install the free Renderman on your current PC:
http://rendermansite.pixar.com/view/get-renderman
done that. thanks :)
trying to increase my productivity time with resources i have. :) mostly in the closet. :lol: pentium4 w2k, prolly should throw this out, but i built it from the m/b up.
Or if its just for noncommercial use you could save the trouble and install the free Renderman on your current PC:
http://rendermansite.pixar.com/view/get-renderman
Hm, is it possible to render DAZ created scenes in Renderman? I have read here in another thread that it is not possible, due to a different shader language.
hoping so. i'm on 4.6 - not sure it makes a difference
Hm, is it possible to render DAZ created scenes in Renderman? I have read here in another thread that it is not possible, due to a different shader language.
Not a different language...it's more like American and British. They speak the same language, but not the same dialect.
But the big factor is, the shaders are compiled against 3DL, not Renderman, so for the most part, even if there aren't any 3DL only bits in the shader, they won't be directly compatible, without recompiling the shader...and most of the shaders in DS don't have accessible source code to compile them from.
why is there a save to rib file option if it doesn't work?
i don't understand
well, didn't pay a commercial license yet,
It does work -- if you render in 3Delight (which is available as a standalone).
It does work -- if you render in 3Delight (which is available as a standalone).
3Delight = DNA Research, included in Studio AND available, from the 3Delight website as a free standalone, for any use.
Renderman = Pixar. Available from Pixar as a free standalone, for non-commercial use only.
RiSpec = Renderman specification...a renderer built to be similar to Renderman in capabilities (not really used any longer).
RSL = Renderman Shading Language. What all RiSpec renderers 'speak'.
Ok, maybe a dumb question now, but: What is the free Pixar Renderman good for? Which 3D applications generate files that can be rendered in Renderman? Or is it something like DAZ Studio, where I can load objects, set materials and lights, and finally render? Or is it a pure render engine like Luxrender - then, again, what is it good for and who can benefit from it?
Right now, there's only one 'supported' exporter...for Maya, I believe. But there are several other programs that have usable exporters, just not supported by Pixar. I believe there is at least one for Blender...
But you can 'hand craft' your own RIB files...or edit them to point to shaders compiled by Renderman. And the Studio RIBs while not completely usable can be, with some manual editing to substitute shaders be used.
Right now, there's only one 'supported' exporter...for Maya, I believe. But there are several other programs that have usable exporters, just not supported by Pixar. I believe there is at least one for Blender...
But you can 'hand craft' your own RIB files...or edit them to point to shaders compiled by Renderman. And the Studio RIBs while not completely usable can be, with some manual editing to substitute shaders be used.
Thanks for the explanation.
Hand editing RIB files, substitute sheders,.... sounds very difficult and time consuming. Especially for someone that has never done that before. So, at least for me, there is no reason to bother with Pixar Renderman in the moment.
Thanks for the explanation.
Hand editing RIB files, substitute sheders,.... sounds very difficult and time consuming. Especially for someone that has never done that before. So, at least for me, there is no reason to bother with Pixar Renderman in the moment.
Probably not...but, it may be worth signing up just to get the free license. You never know, they may at some point revoke the freebie status and you'll be kicking yourself for not grabbing it. It's not like this version is going to 'expire' in 180 days or anything...yeah updates and such may leave it behind, but at least you'll have it...and there are some cool things you can get by signing up....like a nice IES profile pack that is usable in Iray and some other things like some HDRs. Some of the stuff is only available with an account.
learned that if i don't save the rib with collection, i-display can't render with DS closed.
That's because everything in the RIB is pointing to the DS temp directory...which is cleared when DS is closed.
trying to render 2 ribs. i see 2 unrendered thumbnails in the idisplay. looks like the 1st one is starting to render, but the dos window for the 2nd one closed.
example ribs :lol: they haz the cornell box and a teapot.
the userguide doesn't mention batch rendering, or i can't find it
theres a rsl editor pane :question: has anyone used that?
i'm guessing, something to do with baking shaders?
RSL is the Renderman Shader Language, so the RSL editor (which I have never used) is for shader coding.
Yes, and neither have I...your average text editor has more features, larger 'screen space' and is easier to read, even Windows notepad. There's not much advantage to using the RSL editor in Studio to saving the code in a text editor.
was gonna ask what file type it's looking for, it's plain text?
If you click the open file icon it is looking for .sl files, which are plain text internally.
aren't those the leftovers after tdl maker?
at my dayjob, can't check.
The '.sl' file extension is the shader source code. A plain text file.
The files tdlmake creates have the tdl extension.
And a compiled shader has the sdl extension.
do you think, would the RSL editor help with the newly available Renderman Pro, possibly?
or i guess not, if it's only like a notepad.
i like how the ms vba editor opens a dropdown list after the dots and commas . helps with the arguments.
It's got highlighting and formatting...but no real search/replace. Font support...it's tied to whatever DS is using, no changing it. Also tied to the layout/theme you are using in DS. So if you are using one of the 'dark' color schemes, the edit window has a dark background (I suppose you could do custom colors, but then again, it's a 'global' thing). Basic editing...undo/redo, cut/copy/paste, select all...
And yeah, there's a direct link to compile the shader, but that doesn't create the support scripts. You can save the source and then open the source in Shader Builder, but you can do the same with source code saved from an external editor. It may be fine for a quick edit...it's dockable and you don't have to leave Studio. But for creation or large scale editing...nope. And for Renderman, if the shader has 3DL specific commands, large scale edit will be needed, so probably not.
Don't know if it can be useful here but PowerGrep is a fantastic tool when it comes to search/replace:
http://www.powergrep.com/