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The leaf block shader uses a PxrLMPlastic materials instead of PxrDisney; this is because the leaf block shader has a slight quantity of diffuse transmission (translucency) and also has extra specialized diffuse/specular roughness maps. Our city is about 250 blocks long; the complete server map is a 6000 block by 6000 block square. Pixar provides a free, non-industrial version of Renderman for Maya, and Im very familiar with Maya, so my complete workflow for this mission was primarily based round good ol Maya. Subsequent up was shading every part in Maya. On the time of Monsters College, PRman was really a type of hybrid rasterizer and raytracer; the rendering system on Monsters University used raytracing to build a multiresolution radiosity cache that was then used for calculating GI contributions in the shading a part of REYES rasterization. Recently, I wished to attempt rendering a Minecraft world from a Minecraft server that I play on. Mineways exports the world as a single mesh, optimized to remove all completely occluded inside faces (so the final mesh is hollow as an alternative of containing ineffective faces for all of the internal blocks). This method produces an efficient mesh, however I realized early on that I would wish water in a separate mesh containing utterly enclosed volumes for each body of water (Mineways solely supplies geometry for the highest surface of water).
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