Pixar’s RenderMan turns 25
fxguide.com
fxguide.com
Pixar just didn't feel stable enough and I had a wife and newborn. Sure enough, I was a hardware guy, and Pixar dumped hardware two weeks after the date I would have started and I would have been out of a job.
That's too bad. I would have been thrilled to work there.
At that time I was working in a supermarket and running a 16meg p166. Quite a distance from the world of high end graphics!
I created models in a beta version of Rhino I got from a Computer Arts coverdisk, which I exported in Renderman's text based RIB format. I would then hand edit these files to add shaders I had written. Back then I was convinced that shaders were the future, and that they would eventually make their way into games.
I ended up using it to create artwork for some early mobile games I released back in 2003. (http://richardjdare.com/blog/games/) - I would love to get back into hacking on Renderman again...
I learned a lot from BMRT 'back in the day' until I got full time access to a PRMan license for myself. Shame about how it turned out for both BMRT and later Exluna with that patent squabble with Pixar. Nvidia bought Exluna (spiritual successor to BMRT) and hushed Pixar down, briefly turned it into Gelato product and that's the last I've heard about it.
I even wrote a brief starting tutorial into RSL about 12 years ago here: http://www.vga.hr/resources/tutorials/3d/rsl/index.htm It's still up since it still get lots of visits (mainly from wikipedia these days). It was intended for my co-workers at the time but it gained quite a popularity with studios around the world for some reason back then. I take pride in the fact that there are still sources up for PRMan, BMRT and Exluna Entropy up there. :)
I was too young at the time to really understand the C listings in the book, but I re-read it about a dozen times and a well-worn copy sits behind me on my shelf as I'm typing this.
The thing that did stand out, that Upstill really communicated, was the concept of an API, and why standards are valuable.
Anyway, RenderMan is without a doubt the single reason I became a programmer.
* Pixar pioneered ray-tracing, but it just wasn't fast enough for production use.
* The Pixar hardware (a) started out as a frame store (not a 3d workstation), (b) was based on transputers, and (c) renderman was named after hardware (i.e. like a Discman or Walkman).
* Luxo Jr. was not created with Renderman -- Tin Toy was the first Renderman film.