Cutter Setup
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Introduction
Editing rib and rsl files with Cutter offers many advantages compared to using a general
purpose text editor. Cutter applies syntax coloration to both types of scripts. Rendering
a rib file and compiling a shading language document is conveniently accomplished using
the keyboard shortcuts Alt + e, Control + e or Apple + e. If Pixar's documentation is
installed on the users computer Alt + double clicking on a keyword in a rib or rsl file
will trigger Cutter to display the relevant html document in its internal browser. Being
able to quickly refer to Pixar's documentation in an excellent aid to learning about
their unique rendering and shading technology.
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Using Cutter for Shader Writing
First, the reader should check their
RenderMan (Rman) preference settings in Cutter. Open the preferences window ie. Setting the User PathsSet these paths to the directories that will store your shader source code, shaders, textures and rendered frames of animation. The paths can be specified as full or relative. Relative paths "begin" at the directory in which the cutter.jar file is located. |
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Setting up for Houdini
If your shaders will be used with Side Effects Houdini, "Output to Houdini
OTL" should be activated and a path should be set to a shared OTL file.
Ignore the warning. The path will change from red to black once the OTL is created. Setting the Preferred Renderer and Pixar's Slim Output
By default Cutter expects to compile shaders and render rib files using
Pixar's rendering environment ie. RenderMan Pro-Server. As shown below if you
are using a different system it must be set using the drop-down menu.
By default, Cutter writes a slim file for each shader it compiles.
As shown above ( |
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Cutter's Shader Development Work FlowThe process of developing and testing a shader consists of repeatedly cycling through the following five steps. Once a shader yields visual results that look promising, then and only then, should it be tested in an application such as Maya or Houdini. Confining the developmental shader writing process entirely to Cutter ensures a very fast work flow.
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Cutter's Keyframing FacilityIt is often very useful to animate the parameters of a shader in order to see how surface opacity, color and displacements interact. Importing a shader into Maya or Houdini is a time consuming process although, of course, such applications enable an artist to fully assess a shader. Cutter offers a simple keyframing facility that enables animations to be directly and quickly created. For information about this topic refer to the tutorial "Cutter: KeyFraming". |
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Cutter's Open Shader Source Facility
The reader should check they have set the
The path should "point" to the directory in which their selected rendering system stores its shaders. This will enable Cutter to find the .sl file that implements a specific shader. For example, figure 6 shows the "distantlight" shader selected from Cutter's Rman Tool's Shaders menu.
If the source code for a specific shader exists, and either the ALT or CONTROL key is depressed when a shader is chosen, Cutter will find the corresponding .sl file and display a copy of it's text on its desktop - figure 7.
Cutter's ability to open the source code for the standard shaders that accompany a rendering system is a very convenient way of answering those "I wonder how shader XXX does that" type of enquiries. However, it should be noted that some RenderMan compliant renderers may not supply the source code for all their shaders. |
Cutter's Open Doc Facility
The reader should check they have set the
This will enable Cutter to open its internal browser at the correct documentation when the user CONTROL + double clicks on the name of a datatype or RSL function. For example, figure 9 shows the browser opened after the word "vector" was double clicked. On MacOSX the keyboard shortcut is APPLE + double click. If the SHIFT key is also pressed, Cutter will open the doc in an external browser. Generally, the internal browser works well enough for most purposes. |
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Rman Tools also provides quick links to selected RenderMan topics - figure 10.
If the appropriate
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© 2002- Malcolm Kesson. All rights reserved.