Radeon ProRender for Maya is a high-performance rendering engine that can be used in Maya to create photorealistic images using ray tracing. The document provides instructions on installing Radeon ProRender and the material library for Maya, using materials and render passes in the viewport, and rendering with the RenderPool. Key steps include installing the plugin and material library, assigning Radeon ProRender materials, enabling render passes and ToonTrace in the viewport, exporting scenes for rendering, and converting scenes from other render engines to Radeon ProRender.
4. AMD Radeon™ ProRender, a high-performance, physics-based rendering engine for
Professional and amazingly photorealistic images can be created.
Built on AMD's high-performance Radeon™ Rays technology, Radeon™ ProRender's fully scalable ray tracing
engine uses open industry standard tools to maximize GPU and CPU performance for fast and impressive
results. The result is a high quality, high quality, and high quality product.
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Radeon Pro Render
5. This section describes how to install Radeon ProRender for Maya.
※The installation instructions here are for Windows.
①Install Python
https://www.python.org/downloads/windows/
Download and install version 2.7 or higher from the above site. (Skip this step if the software is already installed.)
②Install Radeon ProRender for Maya.
https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderMayaPlugin/releases
Download the installer from the above site.
③Execute the Downloaded RadeonProRenderMaya.msi file.
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Installation
6. ④Click Next
⑤Add check on ”I accept the terms in the License Agreement”
And click on next
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Installation
9. Material LIBRARY installation
※The installation instructions here are for Windows.
① Material LIBRARY FOR WINDOWS download page
https://www.amd.com/ja/technologies/radeon-prorender-downloads
② Run the Downloaded Material LIBRARY FOR WINDOWS (as of 2021/07/10).
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Installation
10. ③Click on Next
④ Add check on ”I accept the terms in the License Agreement”
And click on next
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Installation
13. Installation/Loading Plugin
Menu bar Windows > Settings/Preferences>Plug-in manager
and check "Loaded" for "RadeonProRender.mll".
When you check Hypershade after loading Radeon ProRender Plugin,
You can see that shaders specifically for Radeon ProRender are
loaded.
Do not check "Auto load" for plug-ins. Once the plug-in is loaded,
the Radeon ProRender Global node
and will remain in projects that do not use Radeon ProRender.
This may have an impact on other projects
推奨:
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14. Render Setting / Render Using
Open Render Settings by clicking on the menu bar
Windows>Rendering Editors>Render settings.
In Render Settings, change Render Using to Radeon
ProRender.
In the System tab of Render Settings, change Preferences for
to FinalRender and check GPU from Render Devices.
Change Preferences for to Viewport & Thumbnail.
Check the GPU checkbox under Render Devices.
You can check your settings when using Radeon ProRender.
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16. Viewport Rendering / How to View RPR result on Viewport
Select the view panel Renderer > Radeon ProRender.
After the change, The display will be available for Radeon
ProRender in the viewport
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17. Viewport Rendering / Material Assign
Open Hypershade from the menu bar Windows > Rendering
Editors > Hypershade.
Create a Radeon ProRender material from Hypershade’s and
Assign the material to the object.
If the View Panel Renderer has been changed to Radeon ProRender,
You can see the RPR material on the viewport.
RPR Uber Material RPR Toon Material
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18. Viewport Rendering / How to View RPR result on Viewport
Select the menu bar Windows>Rendering Editors>Render
ViewIPR render the current frame.
IPR display is recommended. The final result may differ from the
viewport view because it depends on the resolution of the display.
Caution:
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19. Viewport Rendering/ How to View AOV Render pass on IPR
To display the AOV in RenderView, click on the menu bar
Windows>Rendering Editors>Render settings and open
Render Settings.
In the AOVs tab of Render Settings, select "Displayed in
Render View" and change the AOV to the one you want to
display.
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20. Viewport Rendering/View Render results
Menu bar Radeon ProRender>Render>
Select Start a Production Render.
You can see the final rendered image using the RPR renderer.
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21. Viewport Rendering/Check Render result
<Icons>
①Render the current frame
②Render Region
③The camera can be changed from the Render View menu
bar >Render >Render.
① ②
③
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23. RPR Uber Material
RPR Uber Material
Radeon ProRender Default Material
RPR Toon Material
RPR Toon Material
See Appendix
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24. RPR Bump & Normal
Radeon ProRender's Normal and Bump setups are in
Hypershade, with the following node setups.
Bump map Normal map
Caution:
ColorSpace of the texture in the Normal map should be RAW
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25. RPR Displacement
RPR Uber Material offers two types of Displacement modes
It is possible to produce terrain details from texture
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Subdivision Mode Adaptive Subdivision Mode
27. AOV / View AOV Render Pass from Viewport
View Panel Radeon ProRender >AOV
Select the AOV you wish to view
After switching, you can see the material on the viewport as shown in
the figure.
Material Idx Camera Normal
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28. AOV / List of Render Pass
Color Material Index
Opacity World Coordinate UV Geometric Normal Shading Normal
Depth / 深度 Object ID Object Group ID Shadow Catcher Background Emission Velocity
画像準備中
※Output in one color
because of one object RPRMatteMaterialを地面に
Assignし、
ShadowcatcherをONにします
現在、非対応 画像準備中
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29. Direct Illumination Indirect Illumination Ambient Occlusion Diffuse Direct Diffuse Indirect
Reflection Direct Reflection Indirect
Refraction Subsurface/Volume Albedo Variance Lightgroup CameraNormal
RPR1で対応
RPR2では
現在非対応。 画面が黒になる が黒になる
Reflection Catcher
RPRMatteMaterial.
Assign to the ground
and turn on
ReflectionCatcherr
非対応
非対応
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AOV / List of Render Pass
30. AOV / List of Render Pass
CryptoMaterialObj
CryptoMaterialMat
https://radeon-pro.github.io/RadeonProRenderDocs/ja/plugins/maya/motion_blur.html
Official Site
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31. Object ID Setting
After selecting an object, go to the Attribute Editor > Transform /
Extra Attributes of the selected object.
Enter a number in the RPR Object Id
※You can check by selecting Radeon
ProRender >AOV>Object Id.
Object IDs are displayed in colors assigned by number. The same
number will be displayed in the same color. In order to color-code
each object, you must first configure the settings.
Caution: Settings cannot be made or changed on the Render Pool.
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32. Material ID Setting
Select shading group in Hypershade>.
Enter a number in the RPR Material Id field under Extra
Attributes.
※ You can check by selecting Radeon ProRender
>AOV>Material Id.
The Material Id displays the color assigned according to the number,
and the same number displays the same color.
In order to color-code each object, it is necessary to set the color
first.
Caution: Settings cannot be made or changed on the Render Pool.
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34. Render Setting / ToonTrace①
Open the menu bar Window > Render Setting, and from the
Effects tab. Add check Contour Render Mode > Enable.
ToonTrace settings.
The Renderer in the viewport is set to
If you have changed to Radeon ProRender
ToonTrace is displayed in the viewport.
Enable:ON Enable:OFF
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<Contour Render Mode>
Outline Rendering: ToonTrace is displayed by turning it ON
Use Object ID: Set ON/OFF of line output by Object ID
Use Material Index: Set ON/OFF of line output by Material Index
Use Shading Normal: Line output by normal threshold
Line Width Object: Line thickness settings output by Use Object ID
Line Width Material: Line thickness settings output by Use Material Index
Line Width Normal: Line thickness setting output by Use Shading Normal
Normal Threshold: Threshold of the line output by Use Shading Normal
Antialiasing: Antialiasing strength (0.0 to 1.0)
Use UV: Set ON/OFF of line output by UV
Line Width UV Use UV to set the thickness of the output line.
Threshold UV Use Threshold of the line output by UV
35. Render Setting / ToonTrace②
Material Index
Object Id
Use Material Index: ON
Line Width Normal: 1.0
Antialiasing:1.0
Use Material Index: ON
Line Width Normal: 5.0
Antialiasing:1.0
Use Material Index: ON
Line Width Normal: 5.0
Antialiasing:0.1
Use Object ID: ON
Line Width Object: 1.0
Antialiasing:1.0
Use Object ID: ON
Line Width Object: 5.0
Antialiasing:1.0
Use Object ID: ON
Line Width Object: 5.0
Antialiasing:0.1
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UV
Use UV: ON
Threshold UV: 0.0
Antialiasing:1.0
Use Object UV: ON
Threshold UV: 0.1
Antialiasing:1.0
36. Render Setting / ToonTrace③
Normal Threadshold: 5.0 Normal Threadshold: 45.0 Normal Threadshold: 85.0
Antialiasing: 1.0 Antialiasing: 0.0
Change by value of Antialiasing / Zoomed in view
※Changed to Line Width Normal:5.0 to make the change
easier to see.
Line Width Normal:5.0
Antialiasing:1.0
Line Width Normal:5.0
Antialiasing:0.0
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37. Render Setting / Caution point of ToonTrace
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Caution:
While the Renderer is set to Radeon ProRender
When Contour Render Mode is turned on, the screen turns
red; switching the Renderer to Viewport 2.0 and then back
to Radeon ProRender will return the screen to normal.
39. Rendering with Renderpool/ Common
Open Render Settings by clicking Windows >Rendering
Editors>Render Settings in the menu bar.
Caution:The resolution cannot be freely changed on the Render Pool,
so it must be set on Maya.
Sets the output resolution.
Cameras set in Renderable Cameras are not reflected.
Camera settings are made in RPR scene Export.
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40. Rendering with Renderpool/Sampling
Sample values can also be set/changed on the Render Pool as
described below.
※The values in Maya are taken over to the rpr file as the initial values.
Click on the menu bar Windows > Rendering Editor > Render
Setting to open Render Settings.
From the Sampling tab, select Final Render Sampling >Max
Samples
Enter a sample value.
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41. Rendering with Renderpool/ AOVs
Open Render Settings by clicking on the menu bar Windows
>Rendering Editors>Render Settings.
From the AOVs tab, check the AOVs you wish to output.
※ The output AOV can also be set/changed on the Render Pool as described below.
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42. Radeon ProRender > Export >Export Scene in the menu bar.
Click.
Click on "RPR Scene Export" to configure the output settings.
Rendering with Renderpool/ Export
rpr rendering from RPR Scene Export.
The camera specified here will be enabled.
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43. Rendering with Renderpool/ Export
Enable Sequence Export :
ON Multiple frames are output.
OFF First Frame will be output
※The current frame is output from RadeonProRenderMaya_3.2.3.
You can apply more settings after adding check on Enable Sequence Export
First Frame: Specifies the first frame of the export range.
Last Frame: Specifies the last frame of the export range.
Frame Extention: Naming convention for generated files.
Frame padding:Specifies the number of frame digits to be generated.
Export animation as single file:
ON The deform values of the vertices are not output, only the transform values.
OFF Outputs both the deform and transform values of a vertex.
※ it is recommended that the output be turned off.
Export Textures As Single File:
ON When exporting, no RPRsb files is created and a single RPR file is output.
OFF During Export, the file is split into RPRsb.
※ It is recommended that the output be turned off.
Compression: Compression ratio of geometry data.
Select Camera: Specifies the camera to be rendered.
Launch Export: Specify the location of the file to be output and start Exporting
Enable Sequence ExportがOffの場合は、
First Frame,Last Frame,Frame Extension,Frame paddingは、
グレーアウト表示になります。
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44. Compress the output material using zip or 7z.
※ Compression formats supported by RenderPool
Rendering with Renderpool/ Archive Exported Data
The output folder for RPR-ized data
contains .rprsb files, .json files, .rpr
files and other data are written out.
Upload the compressed version to Render Pool.
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46. Others / Material Library
Menu bar Radeon Pro Render >> Radeon Pro Render >>
Radeon Pro Render >> Radeon Pro Render
Click on Radeon ProRender Material Library and select
Open the library.
You can also select a material from the library and use it.
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47. Others / Convert Scene from other render engine
① Menu bar Arnold> Utilities> Convert Shaders to Arnold
Instructions for batch converting a scene using
Maya standard shaders to RPR shaders.
② Select All if you want all shaders in the scene to be Arnold.
When opening Hypershade,
You can see that the shader has been changed to an RPR shader.
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48. その他 / Convert Scene from other render engine
③Radeon>ProRender>Convert>Convert Arnold Scene to RPR
④ Select whether to keep the Arnold shaders to be converted.
If you do not want to keep them, select Yes.
Inside Hypershade,
You can see that the shader has been changed to the Radeon
ProRender shader.
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