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Renderman Blockland Access

[Renderer] UseD3D11 = 0 ; 1 = experimental D3D11 mode (unstable) ForceD3D9On12 = 0 ; Set 1 if you have Win11+GPU driver issues [Effects] EnableSSAO = 1 SSAO_Radius = 0.8 ; 0.5 = subtle, 1.2 = heavy SSAO_Intensity = 1.2

[Performance] SSAO_SampleCount = 12 ; lower = faster (8–16 typical) DoF_SampleCount = 16 renderman blockland

EnableDoF = 1 DoF_FocusDistance = 0.6 DoF_BlurAmount = 1.5 [Renderer] UseD3D11 = 0 ; 1 = experimental

EnableBloom = 1 Bloom_Threshold = 0.8 ; Luminance cutoff Bloom_Intensity = 0.35 [ColorCorrection] EnableLUT = 1 LUT_Texture = "LUT_Filmic

EnableShadowFilter = 1 ShadowFilter_Size = 2 ; 1=sharp, 4=very soft

Before diving in, it's important to set expectations: (development stopped ~2014, sold to new owners who did little, then effectively abandoned). RenderMan for Blockland is not an official Pixar product. Instead, it refers to community-created shader and lighting overhauls that mimic Pixar's RenderMan’s aesthetic — specifically, global illumination, ray-traced reflections, and soft shadows.

[ColorCorrection] EnableLUT = 1 LUT_Texture = "LUT_Filmic.png" Saturation = 1.05 Contrast = 1.02 Gamma = 1.0

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