Renderman vs Cycles help

ok guys can someone please tell me what is going on here, I’m new to renderman and figured it must be pretty similar to cycles but boy are the renders coming out wrong. the first model was rendered in cycles the second in renderman with the exact same maps but using pxrtexture nodes, they aren’t even close, last one is my node setup for renderman texture, any help would be greatly appreciated


Do you have the same lighting setup (World tab and individual lights). The values are a bit different so you’ll need to fiddle with them.
What integrator are you using? Using PathTracer will yield results most similar to Cycles.

Yeah changed the lights to renderman and no hdri, it’s like the normals are messed up, as you can see the blender shot it has spots on the mesh in the renderman one it’s spread all over it and not clear.

Clean geo is a must and be sure to have all settings on pair.
Minor differences are to be expected :wink:

Foxy Character by jackducrow (@ Blend Swap)

Yeah this was just a quick sculpt and paint for a game concept assest so wasn’t retopoing it so that may be the biggest problem

Hi.
I do not know much about RenderMan, but it seems as if it were illuminated globally without lamps. That is to say, as if in Cycles you removed all lamps and you illuminated the scene only with default world.

On your color maps in RenderMan, make sure you are clicking linearize, but keeping the others with a higher bit depth by leaving linearize unchecked. Use a single channel, from the other maps that aren’t diffuse/color, like the R,G, or B lobes to drive them, since the input lobes are looking for non-color inputs and not the combined RGB values. Be aware that a 1:1 look between Cycles and RenderMan will not happen, but this will get you started.

About geometry, RenderMan doesn’t like holes, it prefers quads and tris, so sometimes using a triangulate modifier at render will clear problems up and edgesplit will solve the rest if needed, since PRMan doesn’t read autosmooth data.

Normal maps can be adjusted to make sure the (I think it’s the adjust amount setting but I’m not at my computer) and it will solve nasty dark areas caused by the normal map.