Stained Glass Volumetrics Study

Rendered in Pixar's Renderman. Scene in Maya. Compositing in Photoshop.

This was my first time learning volumetric lighting in Renderman.

glass1 glass2


Scene view. Single light source. The giant "box" has a PxrVolume node.


For the 3 windows, I outlined the images in black, and left the rest transparent (saved as .png) to create a separation in light rays. I then used the black outline as a refraction mask.


The floor is a physically impossible surface, in that it both reflects and catches surface diffuse color.

I.e. when the floor is not reflective, it will catch the colored rays on its surface (see pic below).


However, when the floor is reflective, the above effect dissapears and the reflection appears.


The intensity of light required to produce the effects above blew out the glass image. This is easy to fix by doing another render with a less intense light.

light intensity

One last thing I experiemented with here was the marble floor. I wanted it to be black marble with blue veins, such that the veins would be reflective, while the black parts were not.

light intensity

The reflection only appears in the veins of the marble, but the diffuse is seen across the whole floor. This is done with Renderman's PxrLayerSurface and PxrLayerMixer shader nodes.

Here is a tutorial on how to use these nodes.

That's it! Thank you for looking.

If you have any questions, feel free to contact me at leonid@berkeley.edu

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