The technology behind the art.
Pixar's RenderMan has been specifically engineered to meet the demanding challenges of rendering 3D animation and visual effects. This means RenderMan is fast, efficient, and able to handle an astonishing amount of geometric complexity along with offering cutting-edge effects. Critically, Pixar's RenderMan has been developed to deliver outstanding imagery during the stresses of real-world productions. This means that in your own 3D work, you can trust that RenderMan is ready for the job ... with not only outstanding features, but the power to deliver.
Since the beginning of the CGI VFX industry Pixar's RenderMan® has been there, rendering VFX for such classic films such as The Abyss, Terminator II, Jurassic Park, & Toy Story.
Today Pixar's RenderMan has evolved to become the gold standard for the VFX industry, used everywhere by studios large and small to create outstanding graphics for feature films and broadcast television. In fact, Pixar's RenderMan has been used on every Visual Effects Academy Award Winner of the past 15 years, and 47 out of the last 50 nominees for Visual Effects have chosen Pixar's RenderMan to produce the highest quality special effects possible.
Pixar's RenderMan has advanced features for creating visual effects, and because Pixar is also a movie studio, the core rendering technology has been proven on some of the most demanding 3D productions ever realized.
• Memory efficiency
• Camera Controls
o Fast 3D motion blur
o Shutter Timing
o True 3d depth-of-field
o Bokeh controls
o Points (riPoints)
o Spheres (riSphere)
o Implicit surfaces (riBlobby)
• Hierarchical subdivision surfaces
• Curve rendering (riCurve primitive)
• Hair and fur (riCurve primitive)
• Volume rendering (including Maya Fluids support)
• High quality displacements (8, 16, and 32 bit)
• Deep shadows (Transparent and filtered)
• Subsurface Scattering (Point based)
• PTex Support (reading, writing, & baking)
• Global Illumination
o Ambient Occlusion (ray traced & point based)
o Color Bleeding (ray traced & point based)
o Image Based Lighting (HDRI)
o Caustics (photon based)
o Ray traced area lights
• Pixar's Organized Point Clouds (with API)
• Pixar's Brick Maps (with API)
• Ray Tracing
o Hybrid system (sub-system of RSL)
o Programmable ray tracing
o Ray tracing groups
• CSG (Booleans in the renderer)
• Secondary Outputs (AOVs)
• OpenEXR (reading and writing)
• Unlimited threading
• And more ...