#RenderMan
Here is an illustration I made depicting palmar arteries. I modeled and textured everything from scratch except for the bones.

Software: Rocky Linux, Maya, Mudbox, GIMP, & Renderman

#SciArt #Medart #MedicalIllustration #Renderman
November 5, 2026 at 2:23 PM
Paper Soul - Finalist for Pixar's RenderMan Art Challenge 2026 Diorama Drama; my entry started from a dream: drifting like a piece of paper during a restless sleep. See github.com/1iyiwei/rend... for project details and renderman.pixar.com/news/renderm... for all entries.
November 6, 2026 at 8:10 PM
Created for Pixar's RenderMan Art Challenge.
Blender, RenderMan. #blender #renderman #pixar #art #digital #rendering #lighting #noai
October 30, 2026 at 8:06 PM
A month for one frame, and it still holds up. That image also lent its name to REYES, the rendering architecture behind RenderMan. A lovely reminder of how much patience early computer art took.
November 3, 2026 at 8:07 PM
Ti prego di notare che ho messo like a renderman e a te no 🤭
October 30, 2026 at 5:36 PM
RENDERMAN!!!!!!!!!!!!!!!$!
October 20, 2026 at 2:32 PM
renderman
October 19, 2026 at 4:14 PM
2/7
DNEG & Framestore, Company 3.
Dystrybucje używane przez nie to głównie Rocky Linux oraz AlmaLinux, zgodne z RHEL.
Autodesk Maya, Blender, SideFX Houdini, Foundry Mari, Adobe Substance 3D Painter / Designer, Foundry Nuke / Nuke Studio, Blackmagic DaVinci Resolve Studio, Pixar RenderMan, -->
October 18, 2026 at 11:17 PM
Renderman used to give a different one out every year at Siggraph. I don’t know if they still do.
October 14, 2026 at 4:20 PM
Is this Renderman?
October 13, 2026 at 6:03 PM
It's very funny to me how the Blender monkey has become as iconic for this generation of 3D as the Renderman teapot was to early CGI.

That effect, here, isn't lost on me and I like that a lot.
October 13, 2026 at 10:47 PM
renderman, the ancient blockland creepypasta thing
October 13, 2026 at 12:40 AM
Hesai Launches Kosmo to Turn Real-World Scans Into Robot Training Data
Hesai Group launched Kosmo on October 14, 2026, a 3D world data engine that combines its Kosmo One spatial camera with the Kosmo World cloud platform, converting physical environments into high-fidelity 3D digital spaces used for robot training, world model development, and immersive content creation. At the launch event, the company also announced strategic partnerships with embodied AI companies Galbot and Dexmal and demonstrated applications developed with Pixar’s RenderMan renderer and the Chinese mapping platform Amap, spanning robotics, filmmaking, and location services. Shaoqing Xiang, Hesai’s co-founder and CTO, said Physical AI needs real-world data that is accurate, affordable, and available at scale, and that meeting all three requirements at once has been a persistent problem. “Kosmo is designed to overcome that challenge, making it easier for AI developers and creators to turn real environments into data they can train on and assets they can build with,” he said. Kosmo One Capture Hardware The Kosmo One is an 8K ultra-high-definition AI spatial camera combining high-resolution lidar, a one-inch imaging sensor, and a high-precision inertial measurement unit, and it records geometry, color, texture, and camera position with microsecond-level synchronization. Hesai describes it as the world’s first AI spatial camera with an integrated...
www.unite.ai
October 15, 2026 at 4:32 AM
Here is a short Bell's Palsy animation made in Maya, Renderman and DaVinci Resolve.

#SciArt #medart #MedicalAnimation
October 9, 2026 at 8:14 PM
Oh cool the RenderMan 28 beta comes with native Apple Silicon support! Finally! 🥳
October 8, 2026 at 10:13 PM
Sure, he is sending feedback to the companies that could improve the product. But watch that video, the Meshy 3D printing video is just straight up a lie.
The last one being a 'True' I think is very generous.
And his Opinion on Cycles is stupid. Because hey, Renderman was ahead of Cycles years ago.
October 8, 2026 at 1:47 PM
How can MaterialX make VFX shading more portable?

Jonathan Stone (@lucasfilm.bsky.social) and Fran Gonzalez (Pixar) share how they brought MaterialX BSDF networks to RenderMan XPU, from CPU/GPU architecture to production testing.

🎥 youtu.be/CMGajIM3_sQ

#MaterialX #RenderMan #ASWF
September 24, 2026 at 2:24 PM
💡 Did you know Pixar still trusts CPUs over GPUs for their final film renders?

Find out why your favourite animated films take hours to render and why tiny errors just won’t fly on the big screen.

👉 go.craigndave.org/NmqJ5v

#TeamCompSci #CraignDave #Pixar #RenderMan #FilmTech
Why Pixar still chooses CPUs over GPUs - Craig 'n' Dave
Pixar still relies on CPUs for their final film renders — not because they’re faster, but because accuracy beats speed when every photon counts. Discover why GPUs, despite their power, aren’t perfect ...
go.craigndave.org
September 22, 2026 at 9:35 AM
okay no, they're not all POVRay. I don't they have have rights to this.
September 18, 2026 at 6:38 AM
dreamworks is the furry movie company tbh

i wonder what software they use for rendering their movies. is it in-house or is it Pixar renderman
September 15, 2026 at 8:07 PM
How can MaterialX make VFX shading more portable?

Jonathan Stone (@lucasfilm.bsky.social) & Fran Gonzalez (Pixar) share how they brought MaterialX BSDF networks to RenderMan XPU, from CPU/GPU architecture to production testing.

🎥 youtu.be/CMGajIM3_sQ
#MaterialX #RenderMan #VFX #ASWF
September 8, 2026 at 3:22 PM
A layered display-filter workflow for turning physically based renders into stylized visual studies using RenderMan Stylized Looks.
PBR To Non-Photoreal Stylized Render
A layered display-filter workflow for turning physically based renders into stylized visual studies using RenderMan Stylized Looks.
i3d.ironic3d.com.au
September 4, 2026 at 1:20 AM