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		<title>Checkpoint, fixed: Pixar ships RenderMan 27.1</title>
		<link>https://digitalproduction.com/2025/12/09/checkpoint-fixed-pixar-ships-renderman-27-1/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 09 Dec 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[Lama]]></category>
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		<category><![CDATA[MaterialX Lama]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Pixar]]></category>
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		<category><![CDATA[Renderman]]></category>
		<category><![CDATA[RenderMan 27.1]]></category>
		<category><![CDATA[RIS]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[XPU]]></category>
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		<guid isPermaLink="false">https://digitalproduction.com/?p=235864</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/jw4-02-after.jpg?fit=1200%2C503&quality=80&ssl=1" width="1200" height="503" title="" alt="A large Tyrannosaurus rex roaring prominently while standing in a shallow river, surrounded by lush greenery and rocky cliffs in the background, depicting a thrilling prehistoric scene." /></div><div><p>Pixar refines RenderMan 27.1: better Lama layering, smarter checkpointing, memory savings, and fixes across Blender and Houdini bridges.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/09/checkpoint-fixed-pixar-ships-renderman-27-1/">Checkpoint, fixed: Pixar ships RenderMan 27.1</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/pixar/" title="Pixar">Pixar </a>has released <a href="https://rmanwiki-27.pixar.com/space/REN27/697499649/RenderMan+27.1">RenderMan 27.1</a>, a maintenance update that stabilises and refines the hybrid XPU renderer introduced in version 27. The release extends MaterialX Lama functionality, aligns <a href="https://rmanwiki-27.pixar.com/space/REN27/542233167/Checkpointing+and+Recovery" title="">checkpointing with RIS</a> behaviour, and improves stability across DCC integrations.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/image-1.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1135"  height="1161"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/image-1.png?resize=1135%2C1161&#038;quality=72&#038;ssl=1"  alt="A highly detailed 3D model of a copper teapot with a polished finish, shown from the right side. Below, a user interface displays settings for the model, labeled &#039;Copper Clean,&#039; and sliders for adjusting properties."  class="wp-image-235895" ></a></figure>



<p class="wp-block-paragraph"></p>



<h3 id="xpu-coating-and-checkpointing-refined" class="wp-block-heading">XPU: coating and checkpointing refined</h3>



<p class="wp-block-paragraph">The hybrid <a href="https://renderman.pixar.com/">RenderMan XPU</a> renderer now supports <em>coating</em> behaviour in the MaterialX Lama shading system. In practice, base nodes such as LamaDielectric and LamaGeneralizedSchlick correctly adjust absorption when layered with LamaLayer. This brings XPU into parity with the older RIS renderer for complex layered materials.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/image.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1149"  height="635"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/image.png?resize=1149%2C635&#038;quality=72&#038;ssl=1"  alt="Three images side by side showing different stages of lighting from a geometric object. Each checkpoint at 30, 60, and 90 seconds illustrates increasing brightness and clarity, with shadows cast on a patterned surface."  class="wp-image-235893" ></a></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">The update also fixes multiple shading issues. Subsurface scattering in PxrSurface and PxrDisneyBsdf now supports bump mapping when diffuse front-matter parameters are zero. Several Lama-specific bugs have been resolved, including incorrect subset computation inside combiner networks and misweighted LamaSSS importance that led to dim results. Shader memory use has been reduced by roughly 380 MB on GPU, improving efficiency on multi-layered materials.</p>



<p class="wp-block-paragraph">RenderMan 27.1 also changes how XPU executes checkpoint commands. They are now triggered after a successful render rather than solely after each checkpoint, matching RIS behaviour and improving automation consistency in scripted pipelines.</p>



<h3 id="lighting-and-statistics" class="wp-block-heading">Lighting and statistics</h3>



<p class="wp-block-paragraph">The release addresses a lighting artefact in the cylinder light’s radiance estimate function and corrects iteration-based pixel reporting in XPU statistics. The live statistics overview for both RIS and XPU now displays active pixel counts alongside iteration numbers. Data in DCC live stats panels now persists correctly after a render stops.</p>



<h3 id="blender-and-houdini-integration" class="wp-block-heading">Blender and Houdini integration</h3>



<p class="wp-block-paragraph">In <a href="https://rmanwiki-27.pixar.com/space/REN27/697499649/RenderMan+27.1#RenderMan-for-Blender" title="">RenderMan for Blender</a>, a bug that prevented AOVs from rendering correctly across multiple sessions has been fixed. <a href="https://rmanwiki-27.pixar.com/space/REN27/697499649/RenderMan+27.1#RenderMan-for-Houdini" title="">RenderMan for Houdini</a> receives several updates: the <em>args2hda</em> tool now generates valid disable and hide conditions, HdPrman automatically sets frame numbers in USD 25.05 and Solaris for older USD versions, and USD plugins have been moved to the <code>dso</code> directory for consistency.</p>



<h3 id="platform-support-and-licensing" class="wp-block-heading">Platform support and licensing</h3>



<p class="wp-block-paragraph">RenderMan 27.1 supports Windows 10+, macOS 15.x+, and glibc 2.34+ Linux. XPU is available on Windows and Linux with NVIDIA Pascal or newer GPUs. Integration plugins are provided for Blender 3.6+, Houdini 20+, Katana 7+, and Maya 2024+. Licences start at USD 845 (perpetual or floating, including 12 months of maintenance), with a non-commercial edition available for free.</p>



<p class="wp-block-paragraph"><a href="https://rmanwiki-27.pixar.com/" title="">Get more iNformation in the Renderman Wiki here.</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/12/09/checkpoint-fixed-pixar-ships-renderman-27-1/">Checkpoint, fixed: Pixar ships RenderMan 27.1</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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	<media:description type="html"><![CDATA[A large Tyrannosaurus rex roaring prominently while standing in a shallow river, surrounded by lush greenery and rocky cliffs in the background, depicting a thrilling prehistoric scene.]]></media:description>
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		<item>
		<title>Pixar’s RenderMan 27.0</title>
		<link>https://digitalproduction.com/2025/11/14/pixars-renderman-27-0/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 14 Nov 2025 09:02:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[MaterialX Lama]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Pixar RenderMan]]></category>
		<category><![CDATA[Renderman]]></category>
		<category><![CDATA[RIS]]></category>
		<category><![CDATA[Solaris integration]]></category>
		<category><![CDATA[stylized looks]]></category>
		<category><![CDATA[VFX Reference Plattform]]></category>
		<category><![CDATA[XPU]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=225794</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091524.png?fit=1200%2C621&quality=72&ssl=1" width="1200" height="621" title="" alt="A 3D animated character with large green eyes and red hair wearing a yellow shirt, smiling. The text overlay reads "RENDER THE SAME PIXELS ON BOTH CPU & GPU." The character has a playful expression against a gray background." /></div><div><p>Pixar’s RenderMan 27.0 lands with final-frame XPU rendering, multi-GPU scaling, deep compositing, and a production-ready Stylized Looks suite.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/14/pixars-renderman-27-0/">Pixar’s RenderMan 27.0</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091524.png?fit=1200%2C621&quality=72&ssl=1" width="1200" height="621" title="" alt="A 3D animated character with large green eyes and red hair wearing a yellow shirt, smiling. The text overlay reads "RENDER THE SAME PIXELS ON BOTH CPU & GPU." 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<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/pixar/" title="Pixar">Pixar</a>’s <a href="https://rmanwiki-27.pixar.com/" title="">RenderMan 27.0</a> is not a mere update: For the first time since the RIS introduction in 2014, RenderMan’s rendering core has been fundamentally rebuilt. The headline act: XPU, Pixar’s hybrid CPU+GPU architecture, now capable of producing final-frame renders. With multi-GPU support, full compositing pipelines, and feature parity with RIS in most production cases, XPU has stepped from experimental preview to the new backbone of RenderMan’s future.<br /></p>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="jzForGpg6cAi9VDRH31qdbh7tnJKaQwXuLeIT2OsYSm4UC8MxvyBZfPWNElk"><iframe title="RenderMan 27 Feature Reel" src="https://player.vimeo.com/video/1134920028?dnt=1&amp;app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div></figure>



<p class="wp-block-paragraph">According to Pixar, version 27 marks the most significant performance and interactivity leap in over a decade. The new architecture combines compute scalability with physically based consistency, while also supporting new aesthetic flexibility through a fully integrated <em>Stylized Looks</em> framework.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091606.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="641"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091606.png?resize=1200%2C641&#038;quality=72&#038;ssl=1"  alt="A digital rendering from Toy Story 5 featuring a character with a red hat and orange hair, holding a toy horse and looking concerned. The image screen includes a caption stating &quot;PRODUCTION READY&quot; and mentions delivering frames."  class="wp-image-225807" ></a></figure>



<h3 id="xpu-from-preview-to-production" class="wp-block-heading">XPU: From Preview to Production</h3>



<p class="wp-block-paragraph">RenderMan’s XPU engine now operates as a complete production renderer, supporting both CPU and GPU resources simultaneously. This dual utilisation allows artists to push hardware to its maximum throughput, whether on workstations or render farms. The new final-frame rendering mode eliminates the former division between lookdev and production rendering, streamlining pipelines previously dependent on RIS for the last mile. XPU now supports multi-GPU rendering, with the caveat that all GPUs in use must be identical and contain full scene memory. The engine’s minimum requirement has been raised to CUDA 12.8.1, reflecting its deeper reliance on modern GPU driver capabilities. Pixar confirms that this configuration is the foundation for all future RenderMan development.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091839.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="630"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091839.png?resize=1200%2C630&#038;quality=72&#038;ssl=1"  alt="A digital image featuring a close-up of a male character with glasses and a beard, holding a pipe. The background shows software interface elements with various options, including a prominently displayed &quot;DENOISE&quot; label, indicating a graphic design or modeling process."  class="wp-image-225819" ></a></figure>



<h3 id="adaptive-smarter-faster" class="wp-block-heading">Adaptive, Smarter, Faster</h3>



<p class="wp-block-paragraph">Under the hood, Pixar’s engineers have reworked adaptive sampling, aligning it with internal techniques used in Pixar Animation Studios’ own productions. Adaptive metrics such as “relativepixelvariance” and “mse” AOV-based control now run per object, delivering more accurate sampling without inflating render times. Checkpointing, a feature long requested by production supervisors, has been fully implemented. Artists can now save partial renders at defined intervals, resuming from checkpoints without rerendering full frames. This system, combined with interactive denoising, significantly tightens iteration loops in look development. The denoiser itself now outputs timing data, integrates directly with live renders, and can be toggled interactively. Pipeline engineers can expect improved configurability for modern, distributed render farms.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091758.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="629"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091758.png?resize=1200%2C629&#038;quality=72&#038;ssl=1"  alt="A digital workspace featuring a 3D render of a computer with a textured surface, displaying blue text on its side. In the background, two screens show detailed user interface elements related to Houdini&#039;s compositing system and an improved Solaris user experience."  class="wp-image-225820" ></a></figure>



<h3 id="deep-compositing-and-aov-control" class="wp-block-heading">Deep Compositing and AOV Control</h3>



<p class="wp-block-paragraph">Version 27 brings complete deep data workflows to XPU. OpenEXR 3.0 Deep IDs are fully supported, allowing compressed ID manifests to be automatically generated for compositing. Artists can extract object-level data directly from deep renders using Pixar’s new <em>deepidextract</em> utility. Compositing teams gain matte and holdout workflows, expanded AOV handling, and support for the <em>shadows</em> and <em>invshadows</em> LPE prefixes. OpenEXR metadata is now written natively, ensuring compatibility with Nuke and other deep compositing tools. Cryptomatte, while not yet part of the initial 27.0 release, is scheduled to arrive in a dot update, according to Pixar’s release notes.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091543.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="627"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091543.png?resize=1200%2C627&#038;quality=72&#038;ssl=1"  alt="A young child in a green shirt sitting on a bed, surrounded by stars projected on the walls. The room features posters of UFOs and other sci-fi themes, illuminated by a glowing green lamp."  class="wp-image-225822" ></a></figure>



<h3 id="geometry-lighting-and-volume-precision" class="wp-block-heading">Geometry, Lighting, and Volume Precision</h3>



<p class="wp-block-paragraph">Geometry handling in XPU 27 has been heavily rewritten to achieve parity with RIS. Nested instancing, long a sticking point, now supports material inheritance and attribute propagation without breaking shading hierarchies. Displacement, motion blur, and volume interactions have been stabilised, with notable improvements in the handling of semi-sharp subdivision creases.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091817.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091817.png?resize=1200%2C624&#038;quality=72&#038;ssl=1"  alt="A colorful 3D neon sign in the shape of a letter &#039;R&#039; surrounded by glowing geometric lights. On the right side, software settings for adjusting mesh light properties are visible, showcasing a user interface with color sliders."  class="wp-image-225818" ></a></figure>



<p class="wp-block-paragraph">Lighting gains precision as well. Mesh lights are now fully supported, and light filters have been corrected for spline and falloff anomalies. The <em>PxrPathTracer</em> integrator adds new clamping controls (<em>clampDepth</em> and <em>clampLuminance</em>), aligning noise handling across both rendering architectures. Volumetric fidelity benefits from the new interior volume aggregates, enabling complex materials such as murky liquids or translucent crystals. Artists can now fine-tune <em>deep shadow error</em> parameters for exact compositing control.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091655.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="660"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091655.png?resize=1200%2C660&#038;quality=72&#038;ssl=1"  alt="A digital artwork featuring a pirate ship sailing on turbulent waters. In the foreground, a user interface shows a node-based material editor, highlighting a look development system for visual effects and animation."  class="wp-image-225816" ></a></figure>



<h3 id="materialx-lama-early-access-serious-potential" class="wp-block-heading">MaterialX Lama: Early Access, Serious Potential</h3>



<p class="wp-block-paragraph">RenderMan 27 introduces MaterialX Lama, Industrial Light &amp; Magic’s modular shading system, as <em>Early Access</em> inside XPU. The system allows layered material construction using physically accurate combiners. Pixar’s current implementation supports LamaDielectric, LamaConductor, and GeneralizedSchlick nodes with anisotropy, single scattering, and extinction behaviour now properly matching or exceeding RIS accuracy. Full support is scheduled during the 27.x release cycle. Pixar notes that look differences compared to RIS are expected in this early phase and requests feedback from studios integrating Lama in production.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091911.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="628"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091911.png?resize=1200%2C628&#038;quality=72&#038;ssl=1"  alt="A computer screen displaying a graphic design software interface. The screen shows a stylized graphic of a person and a bear, with lines and hatching effects, along with text describing new stylization options. Various editing tools and parameters are visible."  class="wp-image-225815" ></a></figure>



<h3 id="stylised-looks-non-photorealism-physically-based" class="wp-block-heading">Stylised Looks: Non-Photorealism, Physically Based</h3>



<p class="wp-block-paragraph">The Stylized <strong>Looks </strong>suite has matured from experiment to production toolset. It now ships as a unified subsystem under XPU, comprising <em>PxrStylizedControl</em>, <em>PainterlyBrush</em>, <em>Lines</em>, <em>Hatching</em>, <em>Canvas</em>, and <em>Toon</em> filters. Each operates as a display or sample filter, allowing NPR (non-photorealistic rendering) effects such as painterly brush strokes, toon shading, curvature-based outlines, and cross-hatching, all integrated directly with RenderMan’s physically based lighting.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091934.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="622"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091934.png?resize=1200%2C622&#038;quality=72&#038;ssl=1"  alt="A computer screen displays a 3D animated character of a frog in a colorful outfit, with exaggerated features, next to a darker interface showing modeling tools and proportions. The frog stands dynamic, holding a stick."  class="wp-image-225814" ></a></figure>



<p class="wp-block-paragraph">The system supports AOV outputs, interactive denoising, and compositing passes. The new <em>PainterlyBrushXPU</em> filter enables procedural brush strokes with depth and lighting awareness. <em>StylizedCanvasXPU</em> and <em>StylizedLinesXPU</em> introduce compositing and in-filter distortion options with up to 96 preset line textures. Pixar’s stated goal: to let stylised rendering coexist with physically plausible shading without breaking pipeline compatibility.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091739.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="634"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091739.png?resize=1200%2C634&#038;quality=72&#038;ssl=1"  alt="A vibrant 3D software interface showcasing a cartoonish green character resembling a monster, with sharp teeth, situated in a creative workspace equipped with various 3D modeling tools and equipment. The text &#039;BRIDGE TOOLS SUPPORT FOR THE LATEST 3D APPS&#039; is prominently displayed at the bottom."  class="wp-image-225812" ></a></figure>



<h3 id="integration-and-pipeline-alignment" class="wp-block-heading">Integration and Pipeline Alignment</h3>



<p class="wp-block-paragraph">RenderMan 27 strengthens its integration with major DCC applications and pipeline frameworks. Solaris, SideFX’s USD-based environment in Houdini, now features deeper RenderMan embedding, including improved UI, native support for OpenSubdiv 3.6.1, and GPU progress tracking in hdPrman. RenderMan LOP nodes have been refactored, and “RenderMan Render Vars” replace the older “Standard Render Vars” for more robust USD conformity.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091719.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091719.png?resize=1200%2C624&#038;quality=72&#038;ssl=1"  alt="A green alien teapot sits among rocky terrain, surrounded by a smoky background. Vibrant text overlays read &quot;Better Artist Tools&quot; and repeated phrases emphasizing &quot;In All 3D Apps!&quot; in a colorful, distorted style."  class="wp-image-225813" ></a></figure>



<p class="wp-block-paragraph">RenderMan for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>reintroduces Qt-based UIs via PySide6, restoring the texture manager and preset browser on Blender 4.x. Artists now benefit from native light linking, velocity blur control, and on-the-fly texture conversion.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091949.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="633"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091949.png?resize=1200%2C633&#038;quality=72&#038;ssl=1"  alt="A computer screen displaying a 3D animation editing software interface. The main view shows 3D models of animated characters in a stylized environment, while panels on the side contain various tools and settings for editing and rendering."  class="wp-image-225811" ></a></figure>



<p class="wp-block-paragraph">In <a href="https://digitalproduction.com/tag/autodesk-maya/" title="Autodesk Maya">Maya</a>, RenderMan’s Texture Manager has been modernised, adopting OpenImageIO for mipmapped texture conversion. Pixar’s proprietary texture format has been replaced by OpenEXR, aligning with the VFX Reference Platform 2024 standards. The legacy <em>txmake</em> utility remains available for backward compatibility but is now officially deprecated.</p>



<p class="wp-block-paragraph">The Texture Manager now supports <a href="https://digitalproduction.com/tag/aces/" title="Aces">ACES</a>-compliant defaults, HiDPI UIs, and multi-selection editing. Pixar warns that lowercase <code>&lt;udim&gt;</code> tokens will no longer be recognised; pipelines must adopt the uppercase <code>&lt;UDIM&gt;</code> convention for USD compliance.</p>



<h3 id="complying-with-the-vfx-reference-platform-2024" class="wp-block-heading">Complying with the VFX Reference Platform 2024</h3>



<p class="wp-block-paragraph">RenderMan 27 aligns fully with <a href="https://vfxplatform.com/" title="">VFX Reference Platform 2024</a>, standardising on current builds of Python, OpenEXR, OpenImageIO, and USD. For production pipelines, this ensures compatibility with other industry-standard applications and reduces dependency conflicts across render nodes. The change affects texture formats, shader APIs, and compositing metadata. Pixar’s move to OpenEXR for both image outputs and texture caching is particularly significant, replacing proprietary workflows with interoperable standards.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091632.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-091632.png?resize=1200%2C624&#038;quality=72&#038;ssl=1"  alt="A computer screen displaying a 3D modeling software interface. The top part shows a sleek race car model on a circular table with a grid background, while the bottom part features a textured vehicle model with a color palette and various editing panels on the side."  class="wp-image-225823" ></a></figure>



<h3 id="performance-and-statistics" class="wp-block-heading">Performance and Statistics</h3>



<p class="wp-block-paragraph">Performance instrumentation across XPU has been expanded, with scene ingestion, GPU allocation, and adaptive ray counters now visible in live statistics panels across DCCs. The stportal interface presents real-time timers, counters, and memory metrics, enabling TDs to diagnose bottlenecks without external profiling tools. RenderMan’s JSON reporting system has been refined for both RIS and XPU, offering standard and detailed modes for automated render diagnostics. Memory tracking now includes deduplication efficiency, critical for large USD scenes.</p>



<h3 id="future-of-ris" class="wp-block-heading">Future of RIS</h3>



<p class="wp-block-paragraph">While RIS remains functional in version 27, Pixar has confirmed its future deprecation. The renderer continues to support legacy pipelines, but new features including deep compositing, MaterialX Lama, and multi-GPU acceleration, are exclusive to XPU. Pixar recommends transitioning new projects to XPU immediately to ensure feature parity and forward compatibility. The company has maintained RIS only for existing productions requiring deterministic CPU-only rendering or legacy shader behaviour.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-092019.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="424"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-092019.png?resize=1200%2C424&#038;quality=72&#038;ssl=1"  alt="Text on a black background outlining features for software improvement, including Deep Data Support, OSL Trace Capabilities, Better Texture Management, Checkpointing, Improved Statistics, and VFX Reference Platform updated to the 2023 standard."  class="wp-image-225810" ></a></figure>



<h3 id="non-commercial-version-still-free" class="wp-block-heading">Non-Commercial Version &#8211; still free. </h3>



<p class="wp-block-paragraph">The free Non-Commercial RenderMan 27 is Pixar’s way of saying, “Go ahead, break it, just don’t charge for it.” The edition now includes full XPU support, right down to final-frame rendering, meaning anyone can experiment with the same hybrid CPU–GPU tech used on Pixar features. It’s designed for personal projects, research, and plugin tinkering, with no watermarks, only a polite request to credit RenderMan if your test project accidentally becomes an internet hit.</p>



<p class="wp-block-paragraph">Naturally, there’s a catch or two. The licence is strictly non-commercial, locked to two machines, and politely expires every 120 days, because nothing keeps a pipeline sharp like forced renewals. The <em>Stylized Looks</em> suite, Pixar’s NPR playground of painterly brushes and toon shaders, is absent here, reminding users that true artistry still costs a studio licence. Still, for anyone wanting to explore the XPU ecosystem without opening the budget spreadsheet, it’s a generous, production-grade sandbox.</p>



<h3 id="compatibility-stability-and-what-comes-next" class="wp-block-heading">Compatibility, Stability, and What Comes Next</h3>



<p class="wp-block-paragraph">RenderMan 27’s release is a clear signal: Pixar’s renderer is now fully committed to hybrid GPU computing and open pipeline standards. With XPU stabilised for final-frame rendering, Solaris deeply embedded, and MaterialX Lama laying the foundation for unified shading, the software’s architecture is more extensible than at any point in its history. The move to industry formats and the inclusion of non-photorealistic rendering tools reflect Pixar’s recognition that creative flexibility and pipeline efficiency must coexist.</p>



<figure class="wp-block-image size-full"><a href="https://rmanwiki-27.pixar.com/"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="615"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-14-092004.png?resize=1200%2C615&#038;quality=72&#038;ssl=1"  alt="A close-up of a cartoon beaver with a skeptical expression, standing between two larger creatures, with bold text saying &quot;... AND MORE UPDATES&quot; superimposed."  class="wp-image-225809" ></a></figure>



<p class="wp-block-paragraph">RenderMan 27.0 should be thoroughly tested before deployment in production, especially when adopting early access features such as MaterialX Lama. Pixar’s documentation explicitly requests user feedback to refine those systems during the 27.x cycle.</p><p>The post <a href="https://digitalproduction.com/2025/11/14/pixars-renderman-27-0/">Pixar’s RenderMan 27.0</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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