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TUTORIALS<br />

Rendering photorealistic skin<br />

Use <strong>RenderMan</strong> 19 to<br />

create a productionquality<br />

renders; create<br />

a stylised version<br />

of the classic Steve<br />

Martin arrow gag<br />

3D WORLD December 2014<br />

54<br />

www.youtube.com/<strong>3dworld</strong>


RENDERMAN 19 | ZBRUSH | MAYA<br />

CREATE A PHOTOREAL<br />

MODEL IN RENDERMAN<br />

Harsh Agrawal uses the new RIS framework in <strong>RenderMan</strong><br />

to render a production-quality human head<br />

ARTIST PROFILE<br />

Harsh Agrawal<br />

Harsh Agrawal is a<br />

19-year-old CG artist<br />

interning at Pixar.<br />

He likes to combine<br />

aesthetics with his<br />

technical skills to<br />

create digital content.<br />

www.harshagrawal.co<br />

This <strong>tutorial</strong> will show you how<br />

to create a photorealistic<br />

human head using the<br />

advanced features of <strong>RenderMan</strong>,<br />

version 19. This version delivers a<br />

new rendering mode called RIS,<br />

which is designed to be fast and<br />

easy to use, while generating<br />

production-quality renders.<br />

We’ll start with a raw scan<br />

of a real person, and because<br />

<strong>RenderMan</strong> can handle extremely<br />

complex datasets, we can quickly<br />

render high-quality images<br />

straight from the original scan<br />

without bothering with topology,<br />

displacement maps, and so on.<br />

We’ll explore the workflows<br />

involved in manipulating the scan<br />

data in ZBrush to extract texture<br />

maps for our shaders. Then we’ll<br />

set up our scene in Maya using<br />

the physically based shading<br />

and lighting tools in <strong>RenderMan</strong><br />

Studio. We’ll use new workflows<br />

and traditional techniques to<br />

render out different components<br />

and combine them together for<br />

our final high-quality image.<br />

This <strong>tutorial</strong> is structured<br />

using the familiar CG pipeline,<br />

from sculpt to render. To fully<br />

demonstrate how to create<br />

photorealistic skin, I’ve included<br />

a detailed breakdown of<br />

<strong>RenderMan</strong>’s advanced skin<br />

shader, which is a fully ray-traced<br />

solution, and highlight some<br />

important techniques for getting<br />

the most realistic skin possible.<br />

I have included a link to a head<br />

scan, with a basic skin shader<br />

attached. Download the asset<br />

from www.bit.ly/188-renderman<br />

and use <strong>RenderMan</strong> 19 to light and<br />

shade your own head using the<br />

techniques shown in this <strong>tutorial</strong>.<br />

The raw scan data is provided by<br />

Ten24 (www.3dscanstore.com).<br />

Download the resources from<br />

creativebloq.com/vault/3dw188<br />

CLEANING UP THE DATA<br />

It is good idea to delete<br />

the eye from the scan<br />

mesh and create a new<br />

separate object for it,<br />

because each surface<br />

requires specialised shaders<br />

TOPICS COVERED<br />

Rendering photorealistic skin<br />

with subsurface scattering<br />

Advanced workflows<br />

for creating hair<br />

Managing over-modelled<br />

scan data<br />

Physically based<br />

lighting and shading<br />

1 REFINING THE SCAN DATA<br />

First I take the scan data and clean the mesh and<br />

add the pore details using alphas in ZBrush. Make<br />

sure to delete the eye from the scan mesh as each<br />

surface requires specalised shaders. For our lookdevelopment<br />

purposes we will simply take the high<br />

polygon model and export it from ZBrush as an<br />

.obj file, but for a real production we could spend<br />

more time cleaning the topology for animation and<br />

generating displacement maps.<br />

2 SETTING THE STAGE<br />

The concept is to create a stylised version of the<br />

classic Steve Martin arrow gag, so I need to simulate<br />

the model standing on a stage. I establish this using<br />

scene layout and set dressing. I import the head<br />

into Maya and model a suit for him. Then I add the<br />

high-poly details in ZBrush, auto unwrapping the UVs<br />

based on poly-paint details. I add a microphone<br />

and placed a drapery in the background using<br />

Maya’s nCloth.<br />

3D WORLD December 2014<br />

55<br />

www.youtube.com/<strong>3dworld</strong>


TUTORIALS<br />

Rendering photorealistic skin<br />

EXPERT TIP<br />

Defining details<br />

You can sculpt details<br />

like pores and cavities<br />

in the skin with a<br />

higher depth because<br />

small details like that<br />

get diffused out<br />

with subsurface<br />

scattering during<br />

the final render.<br />

3 CHOOSING A CAMERA LENS<br />

The camera is placed looking up at the subject.<br />

I match my Maya camera settings to a Canon EF<br />

70-200mm f/2.8 L IS II USM lens. Being a zoom lens<br />

it gets rid of convex distortions in the image. After a<br />

few adjustments I come up with a length of 170mm<br />

in Maya, with a wide aperture to give a shallow depth<br />

of field that pops the head out from the background.<br />

<strong>RenderMan</strong> provides camera controls for stylising<br />

bokeh, which I use to achieve the final look.<br />

4 PHYSICALLY BASED LIGHTING<br />

I want to create modern stage lighting with saturated<br />

colours, so I use <strong>RenderMan</strong>’s physically based spotlights<br />

and set their colour temperatures to achieve<br />

the warm and cool contrast I desire. I place bright<br />

warm key lights pointing down onto the head, and<br />

add fill lights to provide cool contrast. I use a rim light<br />

to accentuate the stubble on his face. Progressive<br />

re-rendering in <strong>RenderMan</strong> speeds up my process as<br />

it allows me to light interactively.<br />

THE SKIN SHADER<br />

<strong>RenderMan</strong>’s skin shader,<br />

PxrSkin, was is used for<br />

shading the skin. Any<br />

variations in skin like<br />

thickness, fat, veins and so<br />

on can be shown through<br />

colour variations in the maps<br />

5 SHADING SKIN COLOUR<br />

The skin shader uses a three-layer subsurface model<br />

and gives you a lot of control over ray penetration<br />

length and the scattering weight at each point. The<br />

<strong>RenderMan</strong> skin shader uses a proprietary method<br />

to calculate an accurate approximation of physically<br />

correct subsurface scattering, and because this<br />

solution is fully ray-traced, look dev is accelerated<br />

with interactive rendering. I start by painting<br />

epidermal, sub-dermal and back scatter colour maps.<br />

RADICAL RENDERING<br />

Re-rendering using RIS<br />

One great benefit of <strong>RenderMan</strong>’s<br />

RIS mode is being able to use<br />

re-rendering or incremental<br />

rendering to get immediate<br />

feedback and quick interactive<br />

render times. You can<br />

immediately see if you have<br />

chosen SSS parameters that are<br />

wrong: colour or diffusion lengths<br />

are simple to tweak and carry out<br />

look development.<br />

6 SHADING SKIN REFLECTIONS<br />

To give the skin a more realistic response, I paint<br />

a specular map based on the skin’s cavities to<br />

remove the highlights in the cavities, giving it<br />

more detail by modulating the specularity over<br />

the surface. I also paint a roughness map (left)<br />

based on specific grey values to control the wetness/<br />

oil on the skin. Getting the specular response correct<br />

is a key component in creating photorealistic skin.<br />

3D WORLD December 2014<br />

56<br />

www.youtube.com/<strong>3dworld</strong>


EXPERT TIP<br />

Optimising options<br />

<strong>RenderMan</strong> gives you a<br />

stats file that contains<br />

all the data regarding<br />

your render, render time,<br />

ray hits, total number of<br />

rays and other sampling<br />

information that can<br />

be used to optimise<br />

your scene.<br />

7 SETTING PARAMETERS<br />

The skin shader allows you to connect weight maps<br />

to control the penetration of rays at each point.<br />

I paint a far length map to control the amount of<br />

subsurface scattering at different parts of the face.<br />

Parts of the head like the ear and thin cartilage<br />

show more subsurface scattering because they<br />

are thin, but you also have the option to control<br />

the weight and length of penetration to increase<br />

scattering as desired.<br />

RENDERMAN HAIR SHADER<br />

The <strong>RenderMan</strong> hair shader,<br />

RMSHair, is used to get the<br />

hair rendered with round curve<br />

attributes. This mode also allows<br />

me to use the holdout shader<br />

available in REYES (Render<br />

Everything You’ve Ever Seen)<br />

mode to get shadows as alpha<br />

to comp the hair on top of the<br />

head rendered in RIS mode<br />

8 SHADING THE TIE<br />

The tie is shaded using <strong>RenderMan</strong>’s General<br />

Purpose Shader (PxrGPSurface). A high sheen<br />

value and higher specular roughness give a diffuse<br />

shading model for cloth. With a repeated weave<br />

pattern in the float displacement channel, a cloth<br />

shader is quickly created. A <strong>RenderMan</strong> Walking<br />

Teapot repeated pattern is made in Photoshop and<br />

used as a tiled texture for Diffuse Color.<br />

9 THE HAIR SETUP<br />

<strong>RenderMan</strong> contains two different rendering<br />

modes: a modern ray-tracing mode called RIS, and<br />

the traditional memory-efficient REYES algorithm.<br />

I use the REYES mode to render curves as hair, as<br />

the REYES-based hair shader in <strong>RenderMan</strong> Studio<br />

quickly gives me the results I want. As you have<br />

access to both REYES and RIS modes, you can render<br />

different elements of the composition in different<br />

modes and get benefits from both.<br />

RENDERMAN FOR FREE<br />

Use Pixar’s rendering tech<br />

With the release of version<br />

19, <strong>RenderMan</strong> is now freely<br />

available for all non-commercial<br />

use, without watermark or other<br />

limitation. It’s also the very same<br />

renderer Pixar uses on its own<br />

projects, such as its new animated<br />

short, Lava. So try Pixar’s<br />

advanced rendering technology<br />

for free and follow along<br />

with this <strong>tutorial</strong> using Pixar’s<br />

<strong>RenderMan</strong> for Maya. You can<br />

learn more about non-commercial<br />

<strong>RenderMan</strong> here:<br />

www.renderman.pixar.com/view/<br />

non-commercial<br />

10 RENDERING<br />

The RIS mode provides different integrators to<br />

render images. This image was rendered with the<br />

Path Tracer integrator. With this integrator, there are<br />

various sampling options available to get a highquality<br />

render and to do render optimisations. The<br />

BxDF and light samples settings can be adjusted to<br />

get rid of noise. If you see noise in specific areas of<br />

the render, switch to Manual Sampling mode and<br />

increase the subsurface samples on it.<br />

CONTACT INFO<br />

For more information on Pixar’s <strong>RenderMan</strong><br />

please contact Escape Technology<br />

Tel: 0207 734 8809<br />

Email: sales@escape-technology.com<br />

3D WORLD December 2014<br />

57<br />

www.youtube.com/<strong>3dworld</strong>

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