

Glossiness.RGB -> PxrInvert.RGB | PxrInvert.R -> Specular Roughness.Specular.RGB -> Specular Face (and/or edge).Setup: (Diffuse = RBG, Spec = RGB, Gloss = Scalar, Normal = RGB, Bump = Scalar).Adjust gamma if necessary (but seriously, use a linear file). Create a PxrTexture node for each texture (or DCC texture sampler node) and load in your texture.Create a PxrSurface (PxrLayerSurface if you are working on a more complex shader network.In your application of choice (Maya, Katana, Houdini, or Blender): If you can stick to using the render engines nodes, do it! Keep in mind that PxrTexture does not support relative paths. I would also recommend using PxrTexture for ingesting files, it has some nice functionality. Doing it yourself allows you to organize them into different folders and select other specific options you might want. RenderMan will do it for you the first time you render. tex format using txmake before rendering, but this is optional. I recommend converting all of your textures to RenderMan's.Screw dealing with Gamma adjustments and get with the industry Yes they will be larger than other formats, but everything is linear. Export your textures as OpenEXR files.RenderMan supports both, but again, keep life simple. Double check that the normal map you are outputting is in OpenGL, the default Spec/Gloss preset uses DirectX.You're not painting for a game engine, every 3D DCC and render engine uses OpenGL, why make life more difficult by having to remember to invert a channel?

The PxrSurface is much more powerful and very flexible. PRMan does not support metal rough outside of the PxrDisney shader which is deprecated. The default maps (Diffuse, Spec, Glossy, Normal, Height) should be enough for most assets.
#RENDERMAN TUTORIAL PXRSURFACE HOW TO#
TIP - If you read about people having trouble with it, or how to get it working. I did eventually get a render, but getting the textures in there was a royal pain too. I asked a few questions on the Renderman forum, questions I thought were basic, but nobody there could help me since I was taking my own path. I exported an Alembic file from iClone and imported it into Blender. I thought it would be fun to be the first person to use Renderman to render an iClone movie, just to say I did it. Also, it is heavily biased toward Unix/Linux (which I haven't used for nearly 20 years). Outside of the Maya/Renderman interface, it seems to be targeted toward actual studios (no surprise) that have actual technical teams who support a rendering pipeline. I don't have Maya, and let me tell you, it was a deep, deep, deeeep dive into areas I haven't been in for a long time.
