There is a trade off between memory and speed.Because caching is essentially stored at the tesselation level, if we need finer render details, uncached presence is recommended since it evaluates per shading point.Since presence computation can be expensive, if there is a heavy shading network such as texturing, then caching is advantageous for better rendering speed though it increases memory.Examples might be dust, scratches, or even labels. This lets users create more complex looks through layered effects. It's by combining these lobe settings that you can make just about any material you imagine.Ĭonnect to a layer pattern that layers the parameters for the Bxdf. However, as different lobes are activated and tweaked, the material will change looks. Pay special attention to notes about performance considerations as well as hints on what combinations will be useful for particular effects.īelow you will find each effect or lobe of the material has been separated into its own section to help users define the area they wish to learn about. We discuss all the different settings and their relevance to making certain materials. Layering provides limitless possibilities.Īs an artist, being able to choose a single material for all your shading eliminates guesswork and allows RenderMan to optimize as needed.Controls are conveniently labeled as "Artistic" and "Physical".Art direction becomes natural without workarounds.Artists can selectively "break" energy conservation.Flexible controls are not required to result in something physically plausible.Physically based presets provided to get you started.A single material handles all your looks like:.As such there are some important benefits to this material: This is the same material model used in Pixar Animation Studios' feature animation. Rendering surfaces in RenderMan relies on a layerable material (See Input Material below) called PxrSurface.