- So after those definitions of pixel variance…and looking at that really cool timeline we had…with the smart car,…let's try it in our still life scene…because it kind of gets a little a confusing with…the min samples, the max samples, and…the pixel variance in here.…So why do we need this extra kind of adaptive sampling?…Well, just like we talked about…setting your default ray depths quite high…and then controlling it with this max path length,…remember, setting those at 10 and going down to 1, etc.…is a nice global setting.…Well think about that in the same way…as your pixel variance.…
So now,…because even if we're doing an…offline render, like a queue render from here,…so I'll just kick that off…while we're talking and it's going to set in to…local queue.…Even though it's not an IPR render,…we can see it rendering.…So even if we have our samples quite high,…we can see this incremental rendering process happening.…So going back into our render globals,…whether we're on the IPR sampling tab or…the regular sampling tab, we'll go back to IPR sampling…
- Generating your first render in RenderMan
- Using interactive progressive rendering (IPR)
- Working with AOVs
- Rendering with different integrators, including the path tracer and bidirectional VCM
- Setting up a scene with mesh lights
- Adjusting Max Path Length and other render settings
- Rendering materials
- Lighting in RenderMan
Skill Level Beginner
3ds Max 2016 Essential Trainingwith Aaron F. Ross10h 44m Beginner
1. Getting Started with RenderMan for Maya
Area light overview6m 17s
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