Inner Workings

Table of Contents

Along with Moana’s theatrical release last fall, Disney Animation also released a short film titled Inner Workings, which is also rendered using Disney’s Hyperion Renderer. The Blu-ray release for Moana is out today, and Inner Workings is included with the Blu-ray and digital releases. I didn’t work on Inner Workings directly aside from the usual support and bug fixing that our team provides for all projects and artists using Hyperion, but I thought I’d share a few technical notes about Inner Workings along with a handful of my favorite frames to celebrate the occasion of the Blu-ray release.

Inner Workings follows our hero, Paul, and his internal organs as he goes through a typical work day. We see how his different organs represent his different emotions and desires and how they represent Paul’s internal struggle between being rational logical and being free-spirited and adventurous. Inner Workings was made with essentially the same version of Hyperion which was used on Zootopia, but Inner Workings was not rendered entirely using Hyperion; the other renderer using on Inner Workings was the human hand! A large chunk of Inner Workings is traditional hand-drawn animation made using Disney Animation’s Meander tool [Whited et al. 2012], which was previously used on Paperman and Feast [Kahrs et al. 2012, Osborne and Staub 2015]! Every time Paul’s brain imagines a future scenario, all of the animation is wonderful hand-drawn work that is in the director, Leo Matsuda’s, personal style. It looks absolutely fantastic, and this type of merger between cutting edge CG and beautiful traditional animation speaks towards Disney Animation’s combination of modern technology with rich artistic legacy.

The opening shot of Inner Workings is an anatomy textbook with clear plastic pages flipping to show overlays of different body systems inside of Paul. This shot seems pretty simple but is actually a great example of a type of shot that is pretty easy with a modern ray tracing renderer and insanely difficult using older rasterized rendering; with Hyperion’s ray tracing, there are no compositing hacks required to see through all of the clear sheets, and the printing on each sheet just automatically and naturally casts soft shadows onto the sheets below, lending depth and realism. The design of Paul’s insides made for a bit of a fun rendering problem; all of the organs are cartoony and friendly and squishy, which from a rendering perspective means they are all gummy objects with tons of subsurface scattering but also lots of internal glow. The final look of the organs is made up of a mish-mash of subsurface scattering, diffuse transmission, and internal volumetrics. In general a lot of the look of Inner Workings follows a sort of heightened cartoony physicality, which I think really showcases the flexibility and power of Hyperion’s Disney Principled BSDF shading model [Burley 2015]. Inner Workings is also the last project made using our older pre-Moana water rendering system; Moana features a brand new, from-the-ground-up approach to water rendering [Palmer et al. 2017]. Despite the older water rendering tech, I think the handful of ocean beach shots in Inner Workings look great! Really this just goes to show that while better rendering technology always helps, at the end of the day the most important factor to making really nice looking films is the artists.

Here are a handful of frames from Inner Workings pulled from the Blu-ray and presented in random order, to showcase how Hyperion was used on this short. Get Inner Workings with a copy of Moana (digital or physical) and see it on the biggest screen you can!

All images in this post are courtesy of and the property of Walt Disney Animation Studios.

References

Brent Burley. 2015. Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering. In ACM SIGGRAPH 2015 Course Notes: Physically Based Shading in Theory and Practice.

John Kahrs, Patrick Osborne, Amol Sathe, Jeff Turley, Brian Whited, and Darrin Butters. 2012. The Art and Science Behind Walt Disney Animation Studios’ “Paperman”. In ACM SIGGRAPH 2012 Production Sessions.

Patrick Osborne and Josh Staub. 2014. Feast – A Look at Walt Disney Animation Studios’ Newest Short. In ACM SIGGRAPH 2014 Production Sessions.

Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel. 2017. The Ocean and Water Pipeline of Disney’s Moana. In ACM SIGGRAPH 2017 Talks. Article 29.

Brian Whited, Eric Daniels, Michael Kaschalk, Patrick Osborne, and Kyle Odermatt. 2012. Computer-Assisted Animation of Line and Paint in Disney’s Paperman. In ACM SIGGRAPH 2012 Talks. Article 19.

Moana

Table of Contents

2016 is the first year ever that Walt Disney Animation Studios is releasing two CG animated films. We released Zootopia back in March, and next week, we will be releasing our newest film, Moana. I’ve spent the bulk of the last year and a half working as part of Disney’s Hyperion Renderer team on a long list of improvements and new features for Moana. Moana is the first film I have an official credit on, and I couldn’t be more excited for the world to see what we have made!

We’re all incredibly proud of Moana; the story is fantastic, the characters are fresh and deep and incredibly appealing, and the music is an instant classic. Most important for a rendering guy though, I think Moana is flat out the best looking animated film anyone has ever made. Every single department on this film really outdid themselves. The technology that we had to develop for this film was staggering; we have a whole new distributed fluid simulation package for the endless oceans in the film, we added advanced new lighting capabilities to Hyperion that have never been used in an animated film before to this extent (to the best of my knowledge), we made huge advances in our animation technology for characters such as Maui; the list goes on and on and on. Something like over 85% of the shots in this movie have significant FX work in them, which is unheard of for animated features.

Hyperion gained a number of major new capabilities in support of making Moana. Rendering the ocean was a major concern on Moana, so much of Hyperion’s development during Moana revolved around features related to rendering water. Our lighters wanted caustics in all shots with shallow water, such as shots set at the beach or near the shoreline; faking caustics was quickly ruled out as an option since setting up lighting rigs with fake caustics that looked plausible and visually pleasing proved to be difficult and laborious. We found that providing real caustics was vastly preferable to faking things, both from a visual quality standpoint and a artist workflow standpoint, so we wound up adding a photon mapping system to Hyperion. The design of the photon mapping system is highly optimized around handling sun-water caustics, which allows for some major performance optimizations, such as an adaptive photon distribution system that makes sure that photons are not wasted on off-camera parts of the scene. Most of the photon mapping system was written by Peter Kutz; I also got to work on the photon mapping system a bit.

Water is in almost every shot in the film in some form, and the number of water effects was extremely varied, ranging from the ocean surface going out for dozens of miles in every direction, to splashes and boat wakes [Stomakhin and Selle 2017] and other finely detailed effects. Water had to be created using a host of different techniques, from relatively simple procedural wave functions [Garcia et al. 2016], to hand-animatable rigged wave systems [Byun and Stomakhin 2017], all the way to huge complex fluid simulations using Splash, a custom in-house APIC-based fluid simulator [Jiang et al. 2015]. We even had to support water as a straight up rigged character [Frost et al. 2017]! In order to bring the results of all of these techniques together into a single renderable water surface, an enormous amount of effort was put into building a level-set compositing system, in which all water simulation results would be converted into signed distance fields that could then be combined and converted into a watertight mesh. Having a single watertight mesh was important, since the ocean often also contained a homogeneous volume to produce physically correct scattering. This is where all of the blues and the greens in ocean water come from. This entire system could be run by Hyperion at rendertime, or could be run offline beforehand to generate a cached result that Hyperion could load; a whole complex pipeline had to be build to support this capability [Palmer et al. 2017]. Building this level-set compositing and meshing system involved a large number of TDs and engineers; on the Hyperion side, this project was led by Ralf Habel, Patrick Kelly, and Andy Selle. Peter and I also helped out at various points.

At one point early on the film’s production, we noticed that our lighters were having a difficult time getting specular glints off of the ocean surface to look right. For artistic controllability reasons, our lighters prefer to keep the sun and the skydome as two separate lights; the skydome is usually an image-based light that is either painted or is from photography with the sun painted out, and the sun is usually a distant infinite light that subtends some sold angle. After a lot of testing, we found that the look of specular glints on the ocean surface comes partially from the sun itself, but also partially from the atmospheric scattering that makes the sun look hazy and larger in the sky than it actually is. To get this look, I added a system to analytically add a Mie-scattering halo around our distant lights; we called the result the “halo light”.

Up until Moana, Hyperion actually never had proper importance sampling for emissive meshes; we just relied on paths randomly finding their way to emissive meshes and only worried about importance sampling analytical area lights and distant infinite lights. For shots with the big lava monster Te-Ka [Bryant et al. 2017], however, most of the light in the frame came from emissive lava meshes, and most of what was being lit were complex, dense smoke volumes. Peter added a highly efficient system for importance sampling emissive meshes into the renderer, which made Te-Ka shots go from basically un-renderable to not a problem at all. David Adler also made some huge improvements to our denoiser’s ability to handle volumes to help with those shots.

Hyperion also saw a huge number of other improvements during Moana; Dan Teece and Matt Chiang made numerous improvements to the shading system, I reworked the ribbon curve intersection system to robustly handle Heihei’s and hawk-Maui’s feathers, Greg Nichols made our camera-adaptive tessellation more robust, and the team in general made many speed and memory optimizations. Throughout the whole production cycle, Hyperion partnered really closely with production to make Moana the most beautiful animated film we’ve ever made. This close partnership is what makes working at Disney Animation such an amazing, fun, and interesting experience.

The first section of the credits sequence in Moana showcases a number of the props that our artists made for the film. I highly recommend staying and staring at all of the eye candy; our look and modeling departments are filled with some of the most dedicated and talented folks I’ve ever met. The props in the credits have simply preposterous amounts of detail on them; every single prop has stuff like tiny little flyaway fibers or microscratches or imperfections or whatnot on them. In some of the international posters, one can see that all of the human characters are covered with fine peach fuzz (an important part of making their skin catch the sunlight correctly), which we rendered in every frame! Something that we’re really proud of is the fact that none of the credit props were specially modeled for the credits! Those are all the exact props we used in every frame that they show up in, which really is a testament to both how amazing our artists our and how much work we’ve put into every part of our technology. The vast majority of production for Moana happened in essentially the 9 months between Zootopia’s release in March and October; this timeline becomes even more astonishing given the sheer beauty and craftsmanship in Moana.

Below are a number of stills (in no particular order) from the movie, 100% rendered using Hyperion. These stills give just a hint at how beautiful this movie looks; definitely go see it on the biggest screen you can find!

Here is a credits frame with my name that Disney kindly provided! Most of the Hyperion team is grouped under the Rendering/Pipeline/Engineering Services (three separate teams under the same manager) category this time around, although a handful of Hyperion guys show up in an earlier part of the credits instead.

All images in this post are courtesy of and the property of Walt Disney Animation Studios.

Also, Moana is accompanied by a fun new short from Disney Animation called Inner Workings, which combines CG animation rendered using Hyperion with more traditional hand-drawn elements. Be sure to catch Inner Workings with Moana!


Addendum 2018-08-18

A lot more detailed information about the photon mapping system, the level-set compositing system, and the halo light is now available as part of our recent TOG paper on Hyperion [Burley et al. 2018].


References

Marc Bryant, Ian Coony, and Jonathan Garcia. 2017. Moana: Foundation of a Lava Monster. In ACM SIGGRAPH 2017 Talks. Article 10.

Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, and Daniel Teece. 2018. The Design and Evolution of Disney’s Hyperion Renderer. ACM Transactions on Graphics 37, 3 (Jul. 2018), Article 33.

Dong Joo Byun and Alexey Stomakhin. 2017. Moana: Crashing Waves. In ACM SIGGRAPH 2017 Talks. Article 41.

Ben Frost, Alexey Stomakhin, and Hiroaki Narita. 2017. Moana: Performing Water. In ACM SIGGRAPH 2017 Talks. Article 30.

Jonathan Garcia, Sara Drakeley, Sean Palmer, Erin Ramos, David Hutchins, Ralf Habel, and Alexey Stomakhin. 2016. Rigging the Oceans of Disney’s Moana. In ACM SIGGRAPH Asia 2016 Technical Briefs. Article 30.

Chenfafu Jiang, Craig Schroeder, Andrew Selle, Joseph Teran, and Alexey Stomakhin. 2015. The Affine Particle-in-Cell Method. ACM Transactions on Graphics (Proc. of SIGGRAPH) 34, 4 (Aug. 2015), Article 51.

Sean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, and Ralf Habel. 2017. The Ocean and Water Pipeline of Disney’s Moana. In ACM SIGGRAPH 2017 Talks. Article 29.

Alexey Stomakhin and Andy Selle. 2017. Fluxed Animated Boundary Method. ACM Transactions on Graphics (Proc. of SIGGRAPH) 36, 4 (Aug. 2017), Article 68.

Physically Based Rendering 3rd Edition

Today is the release date for the digital version of the new Physically Based Rendering 3rd Edition, by Matt Pharr, Wenzel Jakob, and Greg Humphreys. As anyone in the rendering world knows, Physically Based Rendering is THE reference book for the field; for novices, Physically Based Rendering is the best introduction one can get to the field, and for experts, Physically Based Rendering is an invaluable reference book to consult and check. I share a large office with three other engineers on the Hyperion team, and I think between the four of us, we actually have an average of more than one copy per person (of varying editions). I could not recommend this book enough. The third edition adds Wenzel Jakob as an author; Wenzel is the author of the research-oriented Mitsuba Renderer and is one of the most prominent new researchers in rendering in the past decade. There is a lot of great new light transport stuff in the third edition, which I’m guessing comes from Wenzel. Both Wenzel’s work and the previous editions of Physically Based Rendering were instrumental in influencing my path in rendering, so of course I’ve already had the third edition on pre-order since it was announced over a year ago.

Each edition of Physically Based Rendering is accompanied by a major release of the PBRT renderer, which implements the book. The PBRT renderer is a major research resource for the community, and basically everyone I know in the field has learned something or another from looking through and taking apart PBRT. As part of the drive towards PBRT-v3, Matt Pharr made a call for interesting scenes to provide as demo scenes with the PBRT-v3 release. I offered Matt the PBRT-v2 scene I made a while back, because how could that scene not be rendered in PBRT? I’m very excited that Matt accepted and included the scene as part of PBRT-v3’s example scenes! You can find the example scenes here on the PBRT website.

Converting the scene to PBRT’s format required a lot of manual work, since PBRT’s scene specification and shading system is very different from Takua’s. As a result, the image that PBRT renders out looks slightly different from Takua’s version, but that’s not a big deal. Here is the scene rendered using PBRT-v3:

Physically Based Rendering 2nd Edition, rendered using PBRT-v3.

…and for comparison, the same scene rendered using Takua:

Physically Based Rendering 2nd Edition, rendered using Takua Renderer a0.5.

Really, it’s just the lighting that is a bit different; the Takua version is slightly warmer and slightly underexposed in comparison.

At some point I should make an updated version of this scene using the third edition book. I’m hoping to be able to contribute more of my Takua test scenes to the community in PBRT-v3 format in the future; giving back to such a major influence on my own career is extremely important. As part of the process of porting the scene over to PBRT-v3, I also wrote a super-hacky render viewer for PBRT that shows the progress of the render as the renderer runs. Unfortunately, this viewer is mega-hacky, and I don’t have time at the moment to clean it up and release it. Hopefully at some point I’ll be able to; alternatively, anyone else who wants to take a look and give it a stab, feel free to contact me.


Addendum 2017-04-28

Matt was recently looking for some interesting water-sim scenes to demonstrate dielectrics and glass materials and refraction and whatnot. I contributed a few frames from my PIC/FLIP fluid simulator, Ariel. Most of the data from Ariel doesn’t exist in meshed format anymore; I still have all of the raw VDBs and stuff, but the meshes took up way more storage space than I could afford at the time. I can still regenerate all of the meshes though, and I also have a handleful of frames in mesh form still from my attenuated transmission blog post. The frame from the first image in that post is now also included in the PBRT-v3 example scene suite! The PBRT version looks very different since it is intended to demonstrate and test something very different from what I was doing in that blog post, but it still looks great!

A frame from my Ariel fluid simulator, rendered using PBRT-v3.

Rendering Minecraft in Renderman/RIS

The vast majority of my computer graphics time is spent developing renderers (Disney’s Hyperion renderer as a professional, Takua Renderer as a hobbyist). However, I think having experience using renderers as an artist is an important part of knowing what to focus on as a renderer developer. I also think that knowing how a variety of different renderers work and how they are used is important; a lot of artists are used to using several different renderers, and each renderer has its own vocabulary and tried and true workflows and whatnot. Finally, there are a lot of really smart people working on all of the major production renderers out there, and seeing the cool things everyone is doing is fun and interesting! Because of all of these reasons, I like putting some time aside every once in a while to tinker with other renderers. I usually don’t write about my art projects that much anymore, but this project was particularly fun and produced some nice looking images, so I thought I’d write it up. As usual, before we dive into the post, here is the final image I made, rendered using Pixar’s Photorealistic Renderman 20 in RIS mode:

A Minecraft town from the pve.nerd.nu Minecraft server, rendered in Renderman 20/RIS.

About two years ago, Pixar’s Photorealistic Renderman got a new rendering mode called RIS. PRman was one of the first production renderers ever developed, and historically PRman has always been a REYES-style rasterization renderer. Over time though, PRman has gained a whole bunch of added on features. At the time of Monsters University, PRman was actually a kind 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 part of REYES rasterization. That approach worked well and produced beautiful images, but it was also really complicated and had a number of drawbacks! RIS replaces all of that with a brand new, pure pathtracing system. In fact, while RIS is marketed as a new mode in PRman, RIS is actually a completely new renderer written almost completely from scratch; it just happens to be able to read Renderman RIB files as input.

Recently, I wanted to try rendering a Minecraft world from a Minecraft server that I play on. There are a lot of great Minecraft rendering tools available these days (Chunky comes to mind), but I wanted much more production-like control over the look of the render, so I decided to do everything using a normal CG production workflow instead of a prebuilt dedicated Minecraft rendering tool. I thought that I would use the project as a chance to give RIS a spin. At Cornell’s Program of Computer Graphics, Pixar was kind enough to provide us with access to the Renderman 19 beta program, which included the first version of RIS. I tinkered with the PRman 19 beta quite a lot at Cornell, and being an early beta, RIS had some bugs and incomplete bits back then. Since then though, the Renderman team has followed up PRman 19 with versions 20 and 21, which introduced a number of new features and speed/stability improvements to RIS. Since joining the Hyperion team, I’ve had the chance to meet and talk to various (really smart!) folks on the Renderman team since they are a sister team to us, but I haven’t actually had time to try the new versions of RIS. This project was a fun way to try the newest version of RIS on my own!

The Minecraft data for this project comes from the Nerd.nu community Minecraft server, which is run by a collective of players for free. I’ve been playing on the Nerd.nu PvE (Player versus Environment) server for years and years now, and players have built a mind-boggling number of amazing detailed creations. Every couple of months, the server is reset with a fresh map; I wanted to render a town that fellow player Avi_Dangerstein and I built on the previous map revision. Fortunately, all previous Nerd.nu map revisions are available for download in the server archives (the specific map I used is labeled pve-rev17). Here is an overview of the map revision I wanted to pull data from:

Cartograph view of Revision 17 of the Nerd.nu PvE server, located at p.nerd.nu. Click through to go to the full, zoomable cartograph.

…and here is a zoomed in view of the part of the map that contains our town. The vast majority of the town was built by two players over the course of about 4 months. Our town is about 250 blocks long; the entire server map is a 6000 block by 6000 block square.

Zoomed cartograph view of our Minecraft town.

The first problem to tackle in this project was just getting Minecraft world data into a usable format. Pixar provides a free, non-commercial version of Renderman for Maya, and I’m very familiar with Maya, so my entire workflow for this project was based around good ol’ Maya. Maya doesn’t know how to read Minecraft data though… in fact, Minecraft’s chunked data format is a fascinating rabbit hole to read about in its own right. I briefly entertained the idea of writing my own Minecraft to Maya importer, but then I found a number of Minecraft to Obj exporters that other folks have already written. I first tried jmc2obj, but the section of the Minecraft world that I wanted to export was so large that jmc2obj kept running out of memory and crashing. Instead, I found that Eric Haines’s Mineways exporter was able to handle the data load well (incidentally, Eric Haines is also a Cornell Program of Computer Graphics alum; I inherited a pile of his ACM Transactions on Graphics hardcopies while at Cornell). The chunk of the world I wanted to export was pretty large; in the Mineways screenshot below, the area outlined in red is the part of the world that I wanted:

Section of the map for export is outlined in red.

The area outlined above is significantly larger than the area I wound up rendering… initially I was thinking of a very different camera angle from the ground with the mountains in the background before I picked an aerial view much later. The size of the exported obj mesh was about 1.5 GB. Mineways exports the world as a single mesh, optimized to remove all completely occluded internal faces (so the final mesh is hollow instead of containing useless faces for all of the internal blocks). Each visible block face is uv’d into a corresponding square on a single texture file. This approach produces an efficient mesh, but I realized early on that I would need water in a separate mesh containing completely enclosed volumes for each body of water (Mineways only provides geometry for the top surface of water). Glass had to be handled similarly; both water and glass need special handling for the same reasons that I mentioned immediately after the first diagram in my attenuated transmission blog post. Mineways allows for exporting different block types as separate meshes (but still with internal faces removed), so I simply deleted the water and glass meshes after exporting. Luckily, jmc2obj allows exporting individual block types as closed meshes, so I went back to jmc2obj for just the water and glass. Since just the water and glass is a much smaller data set than the whole world, jmc2obj was able to export without a problem. Since rendering refractive interfaces correctly requires expanding out the refractive mesh slightly at the interfaces, I wrote a custom program based on Takua Renderer’s obj mesh processing library to push out all of the vertices of the water and glass meshes slightly along the average of the face normals at each vertex.

Next up was shading everything in Maya. Renderman 20 ships with an implementation of Disney’s Principled Brdf, which I’ve gotten very familiar with using, so I went with Renderman’s PxrDisney Bxdf. The Disney Brdf allows for quickly creating very good looking materials using a fairly small parameter set. Overall I tried to stick close to the in-game aesthetic, which meant using all of the standard in-game textures instead of a custom resource pack, and I also wound up having to reign back a bit on making materials look super realistic. Everything basically has some varied roughness and specularity, and that’s pretty much it. I did add a subtle bump map to everything though; I made the bump map by simply making a black and white version of the default texture pack and messing with the brightness and contrast a bit. Below is a render of a test world created by Minecraft Forum user QMagnet specifically for testing resource packs. I lit the test scene using a single IBL (HDRI Sky 141 from the HDRI-Skies library). The test render below isn’t using the final specialized water and leaf shaders I created, which I’ll describe a bit further down, and there are also some resolution problems on the alpha masks for the leaf blocks, but overall this test render gives an idea of what my final materials look like:

Final materials on a resource pack test world.

One detail worth going into a bit more detail about are the glowing blocks. The glowstone, lantern, and various torch blocks use a trick based on something that I have seen lighters use in production. The basic idea is to decouple the direct and indirect visibility for the light. I got this decoupling to work in RIS by making all of the glowing blocks into pairs of textured PxrMeshLights. Using PxrMeshLights is necessary in order to allow for efficient light sampling; however, the actual exposures the lights are at make the textures blow out in camera. In order to make the textures discernible in camera, a second PxrMeshLights is needed for each glowing object; one of the lights is at the correct exposure but is marked visible to only indirect rays and invisible to direct camera rays, and the other light is at a much lower exposure but is also only visible to direct camera rays. This trick is a totally non-physical cheaty-hack, but it allows for a believable visual appearance if the exposures are chosen carefully.

In the final renders a few pictures down, I also used a more specialized shader for leaves and vines and tall grass and whatnot. The leaf block shader uses a PxrLMPlastic material instead of PxrDisney; this is because the leaf block shader has a slight amount of diffuse transmission (translucency) and also has more specialized diffuse/specular roughness maps.

For the water shader in the final render, I used a PxrLMGlass material with an IOR of 1.325, a slightly blue tinted refraction color, and a light blue absorption color. Using slightly different colors for the refraction and absorption colors allows for the water to transition to a slightly different hue at deeper depths than at the surface (as opposed to just a more saturated version of the same color). I also added a simple water surface displacement map to get the wavy surface effect. Combined with the refractive interface stuff mentioned before, the final water looks like this:

Water test render, using a PxrLMGlass material. Unfortunately, no true caustics here...

Note the total lack of real caustics in the water… I wound up just using the basic pathtracer built into RIS instead of Pixar’s VCM implementation. Pixar’s VCM implementation is one of the first commercial VCM implementations out there, but as of Renderman 20, it has no adaptivity in its light path distribution whatsoever. As a result, the Renderman 20 VCM integrator is not really suitable for use on huge scenes; most of the light paths end up getting wasted on areas of the scene that aren’t even close to being in-camera, which means that all of the efficiency in rendering caustics is lost. This problem is fundamental to lighttracing-based techniques (meaning that bidirectional techniques inherit the same problem), and solving it remains a relatively open problem (Takua has some basic photon targeting mechanisms for PPM/VCM that I’ll write about at some point). Apparently, this large-scene problem was a major challenge on Finding Dory and is one of the main reasons why Pixar didn’t use VCM heavily on Dory; Dory relied mostly on projected and pre-baked caustics.

I should also note that Renderman 21 does away with the PxrLM and PxrDisney materials entirely and instead introduces the shader set that Christophe Hery and Ryusuke Villemin wrote for Finding Dory. I haven’t tried the Renderman 21 shading system yet, but I would be very curious to compare against our Disney Brdf.

The final lighting setup I used was very simple. There are two main lights in the scene: an IBL dome light for sky illumination, and a 0.5 degree distant light as a sun stand-in. The IBL is another free sky from the HDRI-Skies library; this time, I used HDRI Sky 84. There is also a third spotlight used for getting long, dramatic shadows out of the fog, which I’ll talk about a bit later. Here is a lighting test with just the dome and distant lights on a grey clay version of the scene:

Grey clay render lit using the final distant and dome light setup.

For efficiency reasons, I broke out the fog into a separate pass entirely and added it back in comp afterwards. At the time that I did this project, Renderman 20’s volume system was still relatively new (Renderman 21 introduces a significantly overhauled, much faster volume system, but Renderman 21 wasn’t out yet when I did this project), and while perfectly capable, wasn’t necessarily super fast. Iterating on the look of the fog separately from the main render was simply a more efficient workflow. Here is the raw render directly out of RIS:

Raw render of the main render pass, straight out of RIS.

For the fog, I initially wanted to do fully simulated fog in Houdini. I experimented with using a point SOP to control wind direction and to drive a wind DOP and have fog flow through the scene, but the sheer scale of the scene made this approach impracticable on my home computers. Instead, I wound up just creating a static procedural volume noise field and dumping it out to VDB. I then brought the VDB back into Maya for RIS rendering. Initially I tried rendering the fog pass without the additional spotlight and got something that looked like this:

My initial attempt at the fog pass.

After getting this first fog attempt rendered, I did a first pass at a final comp and color grade. I wound up using a very different color grade on this earlier attempt. This earlier version is the version that I shared in some places, such as the Nerd.nu subreddit and on Twitter:

First comp and grade attempt, using old version of fog.

This first attempt looked okay, but didn’t quite hit what I was going for. I wanted something with much more dramatic shadow beams, and I also felt that the fog didn’t really look settled into the terrain. Eventually I realized that I needed to make the fog sparser and that the fog should start thinning out after rising just a bit off of the ground. After adjusting the fog and adding in a spotlight with a bit of a cooler temperature than the sun, I got the image below. I’m pretty happy with how the fog looks like it is settling in the river valley and is pouring out of the forested hill in the upper left of the image, even though none of the fog is actually simulated!

Final fog pass, with extra spotlight. Note how the fog seems to sit in the lower river valley and pour out of the forest.

Finally, I brought everything together in comp and added a color grading pass in Lightroom. The grade that I went with is much much more heavy-handed than what I usually like to use, but it felt appropriate for this image. I also added a slight amount of vignetting and grain in the final image. The final image is at the top of this post, but here it is again for convenience:

Final composite with fog, color grading, and vignetting/grain.

I learned a lot about using RIS from this project! By my estimation, RIS is orders of magnitude easier to use than old REYES Renderman; the overall experience was fairly similar to my previous experiences with Vray and Arnold. Both Takua and Hyperion make some similar choices and some very different choices in comparison, but then again, every renderer has large similarities and large differences from every other renderer out there. Rendering a Minecraft world was a lot of fun; I definitely am looking forward to doing more Minecraft renders using this pipeline again sometime in the future.

Also, here’s a shameless plug for the Nerd.nu Minecraft server that this data set is from. If you like playing Minecraft and are looking for a fast, free, friendly community to build with, you should definitely come check out the Nerd.nu PvE server, located at p.nerd.nu. The little town in this post is not even close to the most amazing thing that people have built on that server.

A final note on the (lack of) activity on my blog recently: we’ve been extremely busy at Walt Disney Animation Studios for the past year trying to release both Zootopia and Moana in the same year. Now that we’re closing in on the release of Moana, hopefully I’ll find time to post more. I have a lot of cool posts about Takua Renderer in various states of drafting; look for them soon!


Addendum 2016-10-02

After I published this post, Eric Haines wrote to me with a few typo corrections and, more importantly, to tell me about a way to get completely enclosed meshes from Mineways using the color schemes feature. Serves me right for not reading the documentation completely before starting! The color schemes feature allows assigning a color and alpha value to each block type; the key part of this feature for my use case is that Mineways will delete blocks with a zero alpha value when exporting. Setting all blocks except for water to have an alpha of zero allows for exporting water as a complete enclosed mesh; the same trick applies for glass or really any other block type.

One of the neat things about this feature is that the Mineways UI draws the map respecting assigned alpha values from the color scheme being used. As a result, setting everything except for water to have a zero alpha produces a cool view that shows only all of the water on the map:

Mineways map view showing only water blocks. This image shows the same exact area of the map as the other Mineways screenshot earlier in the post.

Going forward, I’ll definitely be adopting this technique to get water meshes instead of using jmc2obj. Being able to handle all of the mesh exporting work in a single program makes for a nicer, more streamlined pipeline. Of course both jmc2obj and Mineways are excellent pieces of software, but in my testing Mineways handles large map sections much better, and I also think that Mineways produces better water meshes compared to jmc2obj. As a result, my pipeline is now entirely centered around Mineways.