What goes around comes around


This web page displays the results of modeling and rendering a scene using Maya and Pixar's RenderMan Studio in RIS mode.

The theme and concept for Jack in the box are what goes around comes around. An old adage comes to my mind that talks of similar concepts. As we sow, so shall we reap. In this scene, we see Jack lying on the table, carefully dismantled and finished. Only a stub remains attached to the spring. Jack, who is used to scaring people by popping out of the box fianlly gets his due. A scared kid gets back to Jack and hence, what goes around comes around.

Modelling shot

image 1
Modeling - I started out by making the box and the sphere first. The sphere acts as a stub and all that remains of Jack attached to the box. As my modeling skills are not that great I decided to keep the geometries simple but effective enough to convey the story. I moved on to model the spring using curves and nurbs which i later converted to polygons.

WIP Model

image OVRLY
I started adding all the other required materials in the scene. Finally one see's a baseball bat, Jack's box, broken levers, gear and spring, a hammer, a set of pliers, wooden chisels and broken parts of Jack on the table.

WIP Models

image WIP
Shading - I started out by using a few high res image files for the wooden texture. The baseball bat, wooden chisels and hammer use those textures. The spring, hammer head, pliers etc use a metal shader from the renderman presets. They have minute variations so as to make them look rough and smooth respectively.

Textures used

image TU
I wanted the table to have slight specularity and hence achieved that via the overlay option in the shader. The subdiv scheme attribute is really resourceful as it helped me to achieve a smooth and round geometry with a low polygon count. I used that on the bat, springs, hammer and few other parts.


image SUBDIV image SU
Lighting - I have used classic three point lighting for my scene. Later on I had to add a low intensity spherical light in Jack's box to get rid of darker areas inside.

Light Rig

image LR
Rendering - I have used depth of field in all the renders as it adds a great level of drama to the scene. It also helps to keep the focus where required. I had kept the Z depth option as my back up if the depth of field didn't work out great. But my scene was rendering very effectively by applying depth of field to the camera itself. The AO passes were rendered using REYES and are saved as different files. Initially, the renders were grainy. I overcame that by increasing the sample rates.

Cinematic shots

image 3 image 7 image 6
Compositing - I composited the entire scene using photoshop. Since there were not many passes it was better to achieve it in photoshop itself.

AO shots

image OOC

Conclusion - This is my first experience with renderman. I am amazed at the results and the render has turned out decently. The inbuilt presets are very interesting and effective. I will definitely be trying out more of those and hope to better my skills at rendering with renderman. Overall, it is amazing to use this software.