{"id":187,"date":"2018-10-23T22:12:39","date_gmt":"2018-10-24T03:12:39","guid":{"rendered":"http:\/\/www.yarnot.com\/Zach\/?p=187"},"modified":"2020-01-24T16:39:50","modified_gmt":"2020-01-24T22:39:50","slug":"glass_input_study","status":"publish","type":"post","link":"https:\/\/zach.yarnot.com\/index.php\/2018\/10\/23\/glass_input_study\/","title":{"rendered":"The Glass Input Color Study for PxrSurfaces within RenderMan 22.1 for Maya"},"content":{"rendered":"<p>Purpose:<br \/>\nTo find and calculate the difference between diffuse and glass color inputs for allowing end users to use texture maps as intended without having to do the math themselves<\/p>\n<p>Hypothesis:<br \/>\nBoth the linear and color space curve will need to be changed as to allow results as expected<\/p>\n<p>Materials:<br \/>\n&#8211; Maya 2018.2+<br \/>\n&#8211; RenderMan for Maya 22.1+<br \/>\n&#8211; Time<br \/>\n&#8211; Adobe Photoshop CC 2018 or photo editing software capable of opening&nbsp;32-bit image files<\/p>\n<p>Set-Up:<br \/>\nTwo shot glass like objects will sit in identical lighting conditions but mirrored<br \/>\nOne will have a multiplyDivide node plugged into its diffuse color input while the other will have the same multiplyDivide node plugged into its glass color input. A cube will have a PxrConstant with its emission input also connected to the multiplyDivide node<br \/>\nRendering will be done at 540p with PxrVCM unchanged other than ray-depth increased to 16 diffuse and 8 specular<\/p>\n<p>Conclusion:<br \/>\nOnly the color space curve needs to be altered for best effect<\/p>\n<p>Data can be found attached below including the scenes (Maya ASCII) and renders (OpenEXR-Half Float) included.<\/p>\n<p><a href=\"https:\/\/1drv.ms\/u\/s!AsDsVHC0cFOjgrgKaTwpB8x7KFdvMA\">Dataset (1.04GB ZIP archieve)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Purpose: To find and calculate the difference between diffuse and glass color inputs for allowing end users to use texture maps as intended without having to do the math themselves Hypothesis: Both the linear and color space curve will need to be changed as to allow results as expected Materials: &#8211; Maya 2018.2+ &#8211; RenderMan &hellip; <a href=\"https:\/\/zach.yarnot.com\/index.php\/2018\/10\/23\/glass_input_study\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">The Glass Input Color Study for PxrSurfaces within RenderMan 22.1 for Maya<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"image","meta":[],"categories":[28],"tags":[],"_links":{"self":[{"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/posts\/187"}],"collection":[{"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/comments?post=187"}],"version-history":[{"count":2,"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/posts\/187\/revisions"}],"predecessor-version":[{"id":333,"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/posts\/187\/revisions\/333"}],"wp:attachment":[{"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/media?parent=187"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/categories?post=187"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/zach.yarnot.com\/index.php\/wp-json\/wp\/v2\/tags?post=187"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}