For general theory behind MOSAIC and RenderMan or what controls do look here: http://ribmosaic.wiki.sourceforge.net/doc.intro
The manual is currently a little out dated from the CVS but everything is still basically the same ;). I would suggest using the CVS, but I’m currently making very big changes so some things may be broken :o.
To get up and going quickly with raytracing append/link the “cf_transmission”, “ls_shadowspot” and the “shadowspot2.sl” to your project (you can also append/link objects with all there MOSAIC settings!). The “.sl” is the light shader and the other two are code fragments. The “cf_transmission” needs to be put on anything you want to cast shadows, such as on the scene tabs “World Begin” for everything in the scene or on a object groups “Group Begin Code” or on each geometry object individually in there “Object Begin Code”. Next you need to attach the “ls_shadowspot” to the spot light you want to cast shadows. If you want to use something other then a spot you can find one of the “shadow” based light shaders and set there “shadowfile” parameters to “raytrace” (as I understand it any shadowmap capable shader can use “raytrace” in place of its map file to do raytracing).
NOTE: the current example is using the old style of rayracing, but I will revise it as soon as I can!
For render passes MOSAIC is using scenes as passes, I’m doing this because this is the most natural way to do passes in RenderMan and gives you complete control of the way RenderMan codes render passes. You can use the “Render Passes” control in the “Project Setup” tab to specify scene render passes. Just type name of the scene followed by a colon then the frame or frame sequence and a comma between multiple scenes. The following would render “Beauty Pass” scene from frame 1 to 100 “Beauty Pass:1-100”, this would render “Photon Pass” on frame 120 “Photon Pass:120”, this would be both together “Photon Pass:1, Beauty Pass:1-100”. They are rendered in order left to right and you must use “Render Animation/Passes” in order for this to work. Each scene contains its own RenderMan settings and each object can use its own settings per scene using the “RIBset” controls (if your using the CVS version). So an object could have a RIBset for photon setup with solid standard shaders selected on the photon scene/pass and then have a RIBset on the same object for the beauty pass that has a full setup with fancy shaders, raytracing and such.
As far as occlusion, I haven’t setup any test scenes for it yet so I would suggest you follow Pixie’s manual and try to setup by hand, unless somebody else has got one working yet :eyebrowlift:.
MOSAIC is a WIP, I’m currently laying the ground work for utilities that will help setup a scene and render passes for raytracing, shadow mapping, occlusion, photon mapping automatically. This will not do everything for you but will automate the setup process so you can add custom attributes and code wherever you need them. I’ll also be revising the current examples and adding new ones as well as updating the manual. MOSAIC went public alot sooner then I expected :spin:, so I still have alot to do before its easier to use (although everybody has already helped me to make it even better then I would’ve by myself :D). And of coarse I have to get out of beta before I can make lots of pretty pictures with it :eyebrowlift:.