This page displays my technical breakdown of creating a fortune cookie and rendering with Reyes in Renderman 19. Capturing the true essence of the cellophane wrapper is an interesting task. Also, the cookie itself can be a challenge.

Fortune Cookie rendered with Reyes

(Left: Reference, Right: REYES Render)

(Left: REYES Scene, Middle: REYES Wrapper, Right: Maya Wireframe)

HDR Process:

Download Montgomery Hall HDR

To incorporate the essence of my reference into my RenderMan scene I created an HDR. An HDR image is great to capture reflections and light sources from a reference location. My HDR captured the exterior of Montgomery Hall here at SCAD. I placed a 4inch chrome ball and took a photo at the position and angle as my reference. I used a 50mm lens to capture the HDR and used a 50mm focal length for my maya camera. After taking the HDR photo, I cleaned up the image with clone stamp tool in photoshop, imported the .psd in nuke, cropped the image to a 1:1 ratio, used "Spherical Transform" node in Nuke to create a panorama, change "Spherical Transform" output format to "latLong 2048 x 1024", and exported the image as a .HDR with a linear colorspace. In RenderMan, I created a RMSEnvLight and opened my file in the Environment image parameter.

(Left: Nuke "Spherical Transform" node, Middle: HDR photograph, Right: RMSEnvLight)

Texture Process:

Textures played a key role in my project. At the location where my reference photo was taken, my fortune cookie was placed on a metal garbage can. I took photos directly above the garbage can. In my GPsurface shader, I used the garbage can texture file connected to the color. For my fortune cookie, I took the photos of the cellophane wrapper and create a diffuse and alpha mask in photoshop. For my cellophane wrapper, I used a GPSurface shader.

Reyes Problem Solutions:

Lowering the color gain in my Maya Textures may improve the final render. A plausible white should never be above 0.9 luminance in sRGB.

Render Statistics: RIS [Samples 16 min 256 max - Pixel Variance 0.13483] vs Reyes [Shading Rate 0.10 - Pixel Samples 8 x 8] (1920 x 1080):

Complete Scene - RIS - Time 00:13:08
Complete Scene - Reyes - Time 00:02:25
Cookie Solo - Ris - Time 00:05:24
Cookie Solo - Reyes - Time 00:00:55
Wrapper Solo - Ris - Time 00:05:05
Wrapper Solo - Reyes - Time 00:01:49
Empty Scene - Ris - Time 00:00:49
Empty Scene - Reyes - Time 00:00:16


RIS is now in development. Reyes is in maintanence mode. Reyes is more user friendly. However, I feel RIS will deliever better results. The majority of my RIS renders took longer than Reyes. This assignment gave me the opportunity to gain a better understanding of using SLIM with Reyes. This is my first project using SLIM. SLIM and hypershade are a bit different. Both SLIM and Hypershade have pro's and con's. However, I enjoyed the node based process of building shaders with SLIM.