renderman

Selecting multiple appearances in slim with MEL

slimcmd "plt0 SelectAppearances {func0 func1 func2}"

this might failed....!!! use the following.

slimcmd plt0 SelectAppearances "{func0 func1 func2}"

Alfserver configuration suggestion from Pixar

Given that, you might try increasing the amount of time that alfserver waits before escalating to SIGKILL. One second is a long time for a process to be unresponsive. Try small increments, for example, in alfserver.ini change this line:

SetPref timerAlfserverSignalEscalation 3

Also, the log indicates that you are running the server as root, which would be ok if you were causing the actually-launched apps to run as a different user. I think you've got "AlfProcessOwnerConfig login root" set in your alfserver.ini ? There is a chance that the "login" mode is adding an extra layer of complexity to this issue.

Usually we suggest you run your alfserver in one of two modes:

mode A:
- run alfserver as root
- use "AlfProcessOwnerConfig setuid $dispatcherUser"
- set up env configuration in alfserver.ini

mode B:
- run alfserver as some other user (like create an "alfserver" account), with a well-defined operating environment
- use "AlfProcessOwnerConfig server" in alfserver.ini

The above is a quote from Pixar's replying to alfserver's configuration.

Convert Maya camera into RenderMan

The following is from Dan Maas:

I just query the camera attributes using the normal Maya MEL commands. For example "getAttr cam.worldInverseMatrix" gives you the camera transform and "getAttr cam.focalLength" the focal length. You can call these from the code that generates your procedural.

Maya->RenderMan conversions are as follows:
1. invert the 3rd column of the worldInverseMatrix to convert from right-handed to left-handed coordinates (i.e. multiply m[2] m[6] m[10] and m[14] by -1)
2. RenderMan's "perspective" camera FOV = rad_to_deg(2*atan((xres/yres)*12.7/cam.focalLength))

Maya camera 轉換到 RenderMan 相對應的參數

如果因為一些原因,你需要自行在 RIB 裏頭產生一段 camera 相關的參數來(像是使用 prman 的 multi-camera 這個 13.5 才有的新功能),那這篇文章就是在提示你,怎麼搞懂 RIB 裏頭,camera 會用到的 transformation, perspective 參數乃至於 screenwindow。

Transformation

取出 camera 的 worldInverseMatrix 這個屬性出來(用 mel 或 python 都可),它是一個 matrix。然後因為 RenderMan 是使用左手座標系統,而 Maya 是使用右手座標系統,所以你還得把這個 matrix 的第三行(直行橫列)的值變為相反數,亦即把第三行的值(m[2] m[6] m[10] and m[14])乘上 -1。

Perspective

RenderMan's "perspective" camera FOV = rad_to_deg(2*atan((xres/yres)*12.7/cam.focalLength))

ScreenWindow

這部分,可以參考我的好同事 Mao 所寫的一篇 blog

感謝 Dan Maas 的解說 :)

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