Renderman to Mari Live stream
In this Renderman to Mari tutorial, I take a look at transferring material properties from the Renderman pxrSurface shaders into Mari. I use the previous material lookdev values as the base for my Node based material setup. By building material regions and Isolation masks I can mirror the material setup I developed in Maya.
Something about ISO masks
Mask, ISO, AOV! There is a lot of terms regarding this subject. One thing is for sure, A texture artist will most certainly have to paint masks to use in look development. I tend to start my texturing producing masks I know is needed down the pipe. Making material regions is the first step. As you will see in this Renderman to Mari session I will use the ISO masks to dictate my material regions for Metal, Painted , Metal Alloy and other materials.
When building a Node based Mari workflow I tend to gather all masks within a Mari backdrop. I then share the masks with Radio Nodes. I also leave a bookmark node in the general area for easy access to my masks. Also you can jump back to the source with a radio node.
Im saying it again, The radio nodes found in the Mari extension pack is a great feature. Building advanced network will however need a even smarter Radio node for even more options to share node locations through out your mari node graph. Take a look at my suggestion for a Mari Radio Node system in this link.
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