![]() The model itself has a head that’s proportionally a bit on the large side, and the mouth is especially large, which is part of why the facial rig gets so creepy so fast. I think part of the problem is just the overall character design the rig is based on a young Natalie Portman’s character from the movie Léon: The Professional, and the character in that movie is… something of an unusual character, to say the least. I discovered really quickly that the Mathilda rig is reasonably flexible, but the flexibility meant that the rig can go off model really fast, and also the face can get really creepy really fast. I originally wasn’t planning on entering this challenge, but I downloaded the base assets anyway because I was curious about playing with the rigged character a bit. Unlike in previous challenges though, this time around Pixar also provided a rigged character in the form of the popular open-source Mathilda Rig, to be incorporated into the final entry somehow.Īlthough my day job involves rendering characters all of the time, I have really limited experience with working with characters in my personal projects, so I got to try some new stuff!Ĭonsidering that I my time spent on this project was far more limited than on previous RenderMan Art Challenges, and considering that I didn’t really know what I was doing with the character aspect, I’m pretty happy that my final entry won third place in the contest! This RenderMan Art Challenge followed the same format as usual: Pixar supplied some base models without any uvs, texturing, shading, lighting, etc, and participants had to start with the supplied base models and come up with a single final image. I wasn’t initially planning on participating this time around due to not having as much free time on my hands, but after taking a look at the provided assets for this challenge, I figured that it looked fun and that I could learn some new things, so why not?Īdmittedly participating in this challenge is why some technical content I had planned for this blog in the fall wound up being delayed, but in exchange, here’s another writeup of some fun CG art things I learned along the way! This image was rendered in real-time during playback, without anti-aliasing.Last fall, I participated in my third Pixar’s RenderMan Art Challenge, “Magic Shop”! This image was rendered off-line with anti-aliasing using BMRT. ![]() *Note - This significantly slows down your frame rate during playback. If((initframe+movfr) < (initframe + frameend)) Sprintf(movie, "/usr/sbin/scrsave /usr/tmp/image.%d.rgb 8 648 8 488", frame) Provided screen coordinates and to save the frame as image.#.rgb, where # is the int frame. Renderframe() sends Unix a shell command that executes scrsave at the *Note - exporting RIB from your OpenGl animation applications slightly impacts your frame rate during playback. RiDisplay(filename, "file", "rgba", RI_NULL) Sprintf(filename, "image.%d.tif", frame) mode maybe be any combination of " rgb", " a", and " z". mode is a string, in double quotes, which gives the file type of the image. If type is "framebuffer", it denotes the name of the framebuffer in which to display the image. If type is "file", name is the name of the file to which the current image should be saved. ![]() RiDisplay(char *name, RtToken type, RtToken mode. ![]() ![]() The simplest way to render a frame of your animation in OpenGL is to use system() to send a shell command after your call to glutSwapBuffer(), and before you exit the display() routine, to scrsave. You invoke the Interface and start the RIB file by calling RiBegin() at the head of your program. Code calling the RenderMan Interface creates a RIB(RenderMan Interface Bytestream) file that contains all of the what is to be rendered by your Renderman compliant rendering application(BMRT). ![]()
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