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RenderManPartII

PixarRenderMan2.0
PartII

RenderManwithShadowsPaintEffects
1.
2.

Selectgroundterrain
OnmenusetofRendering,GotomenuPainteffects>MakePaintable

3.

GotomenuWindow>GeneralEditors>Visor

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RenderManPartII

4.
5.

SelectPlantsMeshcategoryontheleft
Selectcortinarius.mel

6.
7.

Holdbonkeyboardtomakebrushbigger
Paintsonthegroundaspicture

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RenderManPartII

8.

Renderitwithnoshadow

9.
10.

Selectkey_lightShape,turnonUseDepthMapShadows
IncreaseResolutionto1024

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RenderManPartII

11.

AddRenderManShadowAttrs

12.

Renderitagain,butstill noshadowonthemushroom

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RenderManPartII

13.
14.

Selectmushroom
Onthecortinarius1Tab,turnonCastShadowsonShadowEffects

15.

Renderitagain

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RenderManPartII

16.

OnstrokeShapeCortinarius1Tab,decreaseSurfaceOffsetaspictureformakemushroomsintothe
ground

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RenderManPartII

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RenderManPartII

17.

RenderManwithfur render
Whenyourenderscenewillhavebadresult

18.
19.

OntheheroTab
IncreaseDensityto200000hair

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RenderManPartII

20.

SelectspotLightShape2andturnonUseDepthMapShadows

21.

Toimprovethehairrender,addRenderManShadowAttributes

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RenderManPartII

22.

Renderit,willgetbetter

23.

IncreaseDepthMapResolutionto1024

24.

IncreasequalityonRenderSetting

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RenderManPartII

25.

ActivateSigmaHiding(verygoodonthinobject)onAdvancedTab

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RenderManPartII

26.

RenderManwithCurveRender
GotomenuCreate>PencilCurveTool

27.

Drawsomecurveshape

28.
29.

Ifyourender,willgetnothing
Selectcurve,gotomenuAttributes>RenderMan>AddRenderingAttrs

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RenderManPartII

30.

YouwillseethecurveafterRender

31.

Youcanplayaroundwiththisattribute

32.
33.

YoucanassignmaterialandmakingcolorintheCustomShadingGroup
ChooseCreateshadingEngine

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RenderManPartII

34.

ClickcheckerbuttononSurfacematerial

35.

SelectBlinnmaterialandassignnewcoloryouwant

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RenderManPartII

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RenderManPartII
RenderManwithSubsurfaceScattering
36.

Whenyouopenthesceneandrender,willseenormalshadingfromhisface.

37.

CreateSpotlightforthescene

38.

SelectSpotlightandLookthoughSpotlightinperspectiveview

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RenderManPartII

39.

Makinganglebehindofhisheadaspicture

40.

IncreaseLightIntensityto2.000

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RenderManPartII

41.
42.

Createonemorespotlightfromthefrontofhead(filllight)
Decreaselightintensity to0.400

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RenderManPartII

43.
44.

Selecthisface
GotomenuAttributes>RenderMan>AddSubsurfaceScattering

45.

Youwillgetnewlistaspicture

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RenderManPartII

46.

Whenyourenderit,willgetmorelighteronface

47.

IfyouchangeScatteringStrengthto3.00,getmoreeffect,brighter

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RenderManPartII

48.

SetupscatteringFreePathas0.10

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RenderManPartII
49.

AssignpinkcolortoScatteringExitTintanddecreaseScatteringStrengthto2.00

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RenderManPartII
RenderManwithSubsurfaceScattering(Continue)

50.

OpensceneandaddRenderManSubsurfaceScatteringtohisface

51.

ClicktheconnectbuttononScatteringMap

52.
53.

OnrmanSSDiffusePassTab
CopyCommandinafiled,putintheNotepad

54.

Replacealbedofromfilewithmaterialskin1

55.

Replacediffusemeanfreepathfromfilewith unitlength0.01

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RenderManPartII

56.

Makethembacktotheoriginalposition andcopyit

57.

PutitbacktotheCommandfiled

58.

Renderit

59.

CreateSpotlightbehindhisheadandmakeitbrighteraspicture

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RenderManPartII

60.

Duplicatethelightasfilllightanddecreaseintensityto0.4

61.

Renderonemoretime

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RenderManPartII

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RenderManPartII

62.

RenderManwithCausticEffects
Renderscenetoseenormalresult

63.

Createarealight

64.

Makeangleaspicture

65.

IncreasePenumbraangleto10.000

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RenderManPartII

66.

CreatesecondSpotlightaspicture

67.

Renderit

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RenderManPartII

68.

IncreaseIntensityonlight2abit

69.
70.
71.

SelectDiamondobject
GotoBlinnmaterialattribute
AddRenderManCausticControls

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RenderManPartII

72.

SelectGlassonShadingModel

73.

ActivateRefractionsandincreaseRefractiveIndexto2.714(Diamond)

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RenderManPartII

74.
75.

Stillnocaustics,havenotaddattributeonlightyet
Selectlight1,addRenderManAttributesCausticAttrs

76.

Selectthefloor,addRenderManAttributesCausticControls

77.

Selectlight1,turnonDecayRatetobeQuadratic

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RenderManPartII

78.
79.

Increaselightintensityto500
Renderit

80.

Changelightintensityto250

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RenderManPartII
81.
82.

Onthelight1,RenderManCausticsAttribute
Trytosetupaspicture,changecolorofcausticfilter,andstrength

83.

IfyouchangeCausticEstimatorto25(getshaper)or500(getmoreblur)

84.

GotoCausticMaplink

85.

IfyouchangeEmitto10,000(muchmoreaccurate)

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RenderManPartII

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RenderManPartII

86.

RenderManwithGlobalIllumination
ClickENVLightbuttononRenderManselftocreateenvironmentsphere

87.

Renderit

88.
89.

Selecttheenvsphereandopenattributeeditor,willseeRenderManENVlightwindow
CreateSpotlightforscene

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RenderManPartII

90.

MakeangleaspictureandincreasePenumbraAngleto10

91.

Now, getbrighter,getinformationshadedonobjects

92.

Dropsintensityto0.7

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RenderManPartII

93.

ActivateUseDepthMapShadows

94.
95.

SelecttheENVsphere
OnEnvironmentImage,clickfolderbuttontoaddIBL

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RenderManPartII

96.

SelectN005_1500

97.

Youwillgetimageonyoursphere

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RenderManPartII

98.

Renderit,gethighlightonsurfaces

99. ButifyouwanttoseeonlyIBL,havetoturnlightoff
100. SelectSpotlight,turnoffshadows,offilluminatesbyDefault

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RenderManPartII

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RenderManPartII
RenderManwithOcclusion
101. OpenScene
102. ActivateRaytracingonRenderSetting

103. Renderit

104. SetSamplingModetoSampled(moreQuality)

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RenderManPartII

105. ChangeSamplesto512(moreaccurate)andMaxVariationto1.5(howfastrenderit)

106. Renderit,getmuchsmoothquality,verylongtimetorender,getsomemistakeondisc

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RenderManPartII
107. Selectthedisc,addRenderManAttributes

108. AddTraceBias

109. Settoabout0.01

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RenderManPartII

110. RotateENVspheretomovelightsourcetothefrontofcharacter

111. Renderit,willtakeabout10minus,notagoodsolutionfortimesaving,wewillusingBakeon
nextthelesson

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RenderManPartII
RenderManwithBakeOcclusion
112. Whenyouopenscene,italreadysetupasveryhighqualityvalues,itwilltake30minustorender
these

113. ThefileisalreadycreateBakepassasyoucanseeonBakefield

114. Ifyourenderthis,willtakeabout33minus

115. IfyouwouldliketoCreateBakeset,rightclickonBakefield,willget3options
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RenderManPartII

116. SelectrmanMakeGlobalDiffuse3dPass(alreadycreated)

117. Whenyourender,fileswillsavetoBake_gifolder

118. ChangeCachingBehaviortoReuseforsaverendertime(usingcachedatafromcomputer)

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RenderManPartII

119. Whenyourenderitagain,willusingrendertimejust30second

120. Butifyouturncamerafromdifferentangle,willgetblackspot(missingdata),causeofsystem
doesnotknowfromthenewangledata

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RenderManPartII
RenderManwithpointcloudocclusion
121. Openscene,decreaseMax Distto1000

122. TurnonRayTracingonRenderSettingandrenderit,willveryslowrender

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RenderManPartII

123. TurnoffRayTracingonRenderSetting

124. CreateBakeforENVlight
125. OnBakefield,rightclick,selectCreateRenderRadiosity

126. Renderit,faster,niceandcleanthanprevioustechnique
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RenderManPartII

127. Wedonotwantglassonhisfacetransparency
128. Selectallobjects
129. DeselectjustonlyENVsphereandglassonface

130. GotomenuCreate>Sets>Set

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RenderManPartII

131. YouwillgetSet1

132. Renametoa_occ_set

133. SelectonENVsphereandclickonBakelinkbutton

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RenderManPartII

134. RightclickonObjectSetfiledandselecta_occ_set

135.
136.
137.
138.

Rendertoseewhathappened
Wewillseparatebodyoutoftheset
Selectsatellitediscandfloor
GotomenuCreate>Sets>Setoption

139. Renametoab_occ_set

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RenderManPartII

140. OnObjectSet,rightclick,selectab_ooc_set

141. Renderit,willseejustonlysatellitedischaveocclusion,humanhavejustonlynormalshade

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RenderManPartII
RenderManwithColorBleeding
142. First,createENVlight

143. TurnonRayTracinginRenderSetting

144. RightclickonBakeandselectCreateRenderRadiosity
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RenderManPartII

145. Renderitagain

146. WeneedcolorbleedingonSatelliteDiscslegs(orangecolor)
147. Selectleg
148. Changecolortoorange

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RenderManPartII

149. Quickrenderit(nocolorbleedingyet)

150. SelectonENVlight
151. ChangeShadowingfromOcclusiontoColorbleeding

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RenderManPartII

152. Weneedmorebleeding
153. SelectlegandincreaseAmbientColortoMaximum

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RenderManPartII

154. But,weneednormalshaderatsatellitelegs(notlikeslavaonlegs)
155. SelectENVlight
156. OnBake,clickgotobutton

157. OnCachingBehaviorchooseReuse,becausewerendereditandwanttoreuseagain

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RenderManPartII

158. Render,itwillfaster,nocolorchangeonlegs

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RenderManPartII
RenderManwithOcclusionandColorbleeding
159. Openscene,renderit

160. Selectallobjectsondiscandfloor

161. GotomenusetofRendering
162. GotomenuLighting/Shading>Bake(RenderMan)option

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RenderManPartII

163. SetObjectstoSelected,thenclickBakeandClosebutton

164. Press6,showtexture
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RenderManPartII

165. SelectENVlight
166. ClickgotobuttononBake

167. DisableonCachingBehavior

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RenderManPartII

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RenderManPartII
RenderManwithRenderPasses
168. Openrendersettings,seeinPassesTab

169. CreateaCustomOutputpassaspicture

170. RightclickandselectDiffuseColor,Normal(N),OcclusionIndirect,NormalGeometry(Ng)

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RenderManPartII

171. ChangeImageFormattoOpenEXR

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RenderManPartII

172. Clickonbatchicon

173. YoucanusecompositingprogramtocompositeEXRfile(includeallpasses)

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RenderManPartII

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RenderManPartII
RenderManwithRendersStatistics
174. OpenRenderSettings,AdvancedTab
175. TurnonOutputStatistics

176. ClickfolderonStatisticsXMLFile

177. Renamefilerender_statswithrender_stats.xml

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RenderManPartII

178. ClickBatchicon

179. Openthedatafolder

180. OpenfilewithInternetExplorer

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RenderManPartII

181. Wewillgetfileinformationlikespicturebelow

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RenderManPartII
RenderManwithCreateownshadinglanguage
182. Openfile

183. OpenNotepadandCreatefolderinc:drivenamesshaders
184. SavefileasmyFirstShader.sl

185. Typecodeaspictureforthefirststep

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RenderManPartII

186. CreateOpacity=OpacityShader

187. Color=ColorShader*Opacity

188. Savefile
189. Gotocommandprompt

190. Gotoshadersdirectory

191. Copyofpathdirectoryofshaderdirectory

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RenderManPartII

192. Opensystemproperties
193. OnAdvancedTab,clickonEnvironmentVariables

194. Doubleclickonpathvariable
195. Pastecopiedpathfollowinginthefiled(startwith)

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RenderManPartII

196. Putattheend

197. Betterwaytousingcommand
198. CreateshortcutofCommandPromptinShadersfolder

199. Rightclickonshortcut,selectproperties
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RenderManPartII

200. DeletetextinStartinfiled

201. Now,whenyoudoubleclickonCommandPromptshortcut,itwillpopupcommandprompt
windowautomatically

202. TypingshadermyFirstShader.sl,systemwillcompiledfile
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RenderManPartII

203. Aftercompiled,youwillget.slofile

204. CreateRenderManMayaShaderNode

205. Addthisshadertoobject

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RenderManPartII
206. Doubleclickonshader
207. ClickfolderbuttononShaderfiled

208. Open.slofile

209. GotomenuAttributes>RenderMan>ManageAttributes

210. AddColorandOpacityAttributesthenclose

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RenderManPartII

211. Trytochangecolorthenrender

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RenderManPartII
RenderManwithCreateownshadinglanguage (Continuous)
212. RenamemyFirstShader.sltomyNoiseShader.sl
213. Editfileaspicture

214. OpenUVTextureEditor

215. Edittextfileaspicturethensave

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RenderManPartII

216. CompilemyNoiseShader.sl

217. LoadmyNoiseShader.slo

218. Renderit

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RenderManPartII

219. Editfileaspicture,thensaveit

220. Compile,reload
221. Renderitagain
222. Changecolortowhite

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RenderManPartII
223. Renderit

224. Edittextfileaspicture,saveit

225. CompileandReload
226. YouwillgetmyFqparameters

227. Now,youcanchangeparameterasyouneed
228. Edittextfileaspicture
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RenderManPartII

229. Now,youwillgetnewblenderslider

RenderManwithCreateownshadinglanguage (Continuous)
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RenderManPartII

230. Createdirectionallight

231. Movethelightinthefrontofobject

232. Turnonfacenormals
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RenderManPartII

233. SavenewfileasmyNoiseDiffuseShader.sl

234. Editfileaspicture

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RenderManPartII

235. SavefileandCompile

236. Loadfile

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RenderManPartII

237. Renderit

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RenderManPartII
RenderManwithCreateownshadinglanguage (Continuous)
238. SavefileasmyFirstDisp.sl

239. Typecodeaspicture

240. Saveit
241. Compileit

242. Gotoshadinggroup
243. LoadDisplacementmat.

244. SelectRenderManDisplacementMaterialsforthis
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RenderManPartII

245. LoadmyFirstDisp.slotoShaderfield

246. Whenyourenderit,willgetsomethinglookbad

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RenderManPartII

247. AddDisplacementAttrs

248. ChangeDisplacementBoundto2.000

249. Gobacktotextfile
250. Addsomecode
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RenderManPartII

251. Saveandcompile
252. Renderitagain

253. Gobacktotextfile
254. Addsomecode

255. Saveandcompile
256. Clickreloadbutton

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RenderManPartII

257. ChangeKm=0.010

258. Renderit

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RenderManPartII
RenderManwithCreateowncustomlightshader
259. Createpointlight

260. Moveitlikespicture

261. CreateNURBSPlane

262. Scaleit

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RenderManPartII

263. Renderit

264. OpenNotePadandsaveitasmyFirstLight.sl

265. Writecodeaspicture

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RenderManPartII

266. SaveandCompile

267. Addcustomlightshader

268. Clickcreateicon

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RenderManPartII
269. LoadmyFirstLight.slotoshader

270. Changecolortoorange

271. Renderit

272. Ifwewanttoaddocclusion
273. GobacktoNotePad
274. Addmorecode

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RenderManPartII

275. SaveandCompile
276. Movelightnearhead

277. ActivateRaytracing

278. Renderit

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RenderManPartII

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