Custom Render API

 
 
 

The custom renderer development is supported using the ORSDK (C++ API) from MotionBuilder 2014 onwards. The custom render feature enables the plug-in developers to replace the default renderer by integrating an OpenGL based interactive scene shading solution that is commercially available or developed in-house into the MotionBuilder viewport.

The custom renderer enables you to utilize a characteristic scene shading solution of a desirable quality inside MotionBuilder with great flexibility. Additionally, the continuity is assured throughout a production pipeline because you can share a single renderer among multiple applications such as, MotionBuilder, Maya, or any other in-house application. This is especially helpful in virtual production or game cinematic projects where it is better to adhere to the creative decisions made on the set at a later time in the production pipeline.

Quick Start

You can perform the following steps to quickly start using the custom renderer feature:

  1. Copy the CustomRenderer ORSDK sample from <yourinstallationfolder>/OpenRealitySDK/samples/shaders/CustomRenderer to another folder and modify the project setting or source code accordingly. This is an optional step.
    NoteBeginning with a functional sample framework is an easy method of starting any plug-in development in MotionBuilder.
  2. Compile and build the sample project in your development environment.
    • Use Visual Studio 2010 (Service Pack 1) on Microsoft Windows 7.0 or later (64-bit only). Open <yourinstallationfolder>/OpenRealitySDK/Samples/samples.sln and build the shaders/CustomRenderer sample only.
    • In Fedora Core 14 (64-bit only with GCC4.4.3 and other OpenGL development libraries installed), open a terminal, go to <yourinstallationfolder>/OpenRealitySDK/samples/shaders/CustomRenderer. Type make –f CustomRenderer.mak and execute.

    After the project is built successfully, the resulting library is automatically saved in <yourinstallationfolder>/bin/x64/plugins. Make sure that you have the write access to this folder, or you can configure the Visual Studio project setting (or Makefile in Linux) and specify the destination folder as one of the additional plug-in directories. You can add additional plug-in paths either by setting the MOTIONBUILDER_PLUGIN_PATH environment variable or by using the Preferences dialog as shown in the following figure.

    The MotionBuilder plug-ins that are saved in these specified folders are automatically loaded at startup.

  3. Run MotionBuilder. An additional Renderer menu appears as shown in the following figure. It allows you to choose a method to render the scene.