Rendering With Renderman Studio

Note that before trying to render, EntityTypes need to be assigned a Rendering Type (see Quickstart / Assign Rendering Type for more details).

Also make sure that your source character shaders has been imported in your scene and that they are active (see Quickstart / Import Shaders for more details)
 

Handling Visual Diversity with Procedural Shaders

Golaem Crowd includes procedurals shading for each renderer. See the texture / material diversity and color variation tutorials

Troubleshooting

If your Entities are not correctly rendered you can check the Rendering FAQ or the Shading FAQ

RendermanStudio Specificities

Renderman Specific Features

For more details about how Golaem interacts with Renderman specific features (How to hide particles, Multiple shaders groups, Motion Blur...), see the Reference Guide Renderman section

RendermanStudio and Shaders

Here are some important remarks about Renderman Studio and the way it translates its shaders to the RIB file format:
 
When translating a Maya scene into the RIB file format, Maya shader names are postfixed with _rfm (e.g. lambert1 becomes lambert1_rfm). Thus, if a crowd character uses a Maya shader, it is needed to edit its Assets Manager file (.cam) and postfix the name of the Maya shader the same way.
 
When translating a Maya scene into the RIB file format, Renderman shaders are not translated at all and will not exist anymore in the resulting RIB file. Instead of it, it is its related Slim shader which will be linked to the corresponding Maya geometry. Thus, if a crowd character uses a Renderman Surface shader, it is needed to edit its Assets Manager file (.cam) and replace it by its corresponding Slim shader (without any postfix).
 
Example of a RenderMan shader linking a slim shader