Pixar's 3D renderer for Macintosh.
For NetRenderMan each Macintosh in network need have different serial numbers . Below have 50 numbers:
1: 99426
2: 117101
3: 304824
4: 322487
5: 726727
6: 744392
7: 930845
8: 948498
9: 1147890
10: 1167101
11: 1351976
12: 1371175
13: 1773911
14: 1793112
15: 1979277
16: 1998466
17: 2167132
18: 2186323
19: 2372486
20: 2391689
21: 2851833
22: 2871030
23: 3055907
24: 3075116
25: 3217100
26: 3234755
27: 3421206
28: 3438873
29: 3900521
30: 3918182
31: 4105907
32: 4123580
33: 4207616
34: 4225295
35: 4527834
36: 4545493
37: 4892325
38: 4909994
39: 5211263
40: 5228912
41: 5256080
42: 5275295
43: 5574986
44: 5594181
45: 5939509
46: 5958714
47: 6259695
48: 6278880
49: 6332734
50: 6351921
For high-quality, photo-realistic rendering of 3-D models, MacRenderMan’s power is unsurpassed. Although you can create primitive objects with MacRenderMan, the program really depends on a fullblown modeling application, such as Swivel 3D Pro, to create object geometry prior to rendering.
The heart of MacRenderMan is a series of math routines called shaders. Shaders come in eight flavors and determine image properties such as surface, light, atmosphere. and projection. The use of various shaders creates a complete scene-description environment. Each shader has a set of parameters that lets you fine-tune the appearance of each image element.
However, MacRenderMan is a programming environment; as such, it lacks a graphical interface. And its power doesn’t come without a price. Tweaking all the lighting, surfacing, and rendering variables can be an extremely time-consuming process, and complex models take quite a while to render. Moreover, big files eat up internal RAM. Fortunately, the program provides controls for either maximizing program performance or cutting down on memory requirements. The control settings are numerous and difficult to decipher. but once you’ve learned how to use them, they’re almost indispensable.
For acceptable display of finished images. MacRenderMan requires a 24-bit system. You’ll also need at least 5 megabytes of RAM and a Mac II-class machine. But MacRenderMan is well worth the investment. Few other programs currently available come close to offering the photo-realistic power of MacRenderMan.
Barnard, Doug. (August 1991). SwivelArt, Swivel 3D Professional, and MacRenderMan. MacUser. (pg. 62).
(1011.87 KiB / 1036.16 KB)
System 6.x - Mac OS 9 / DiskCopy image, compressed w/ Stuffit

155 /

2015-09-02 /

09ee0e509311465aa79a7ae92de36b92145cea75 /

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(1000.61 KiB / 1024.62 KB)
System 6.x - Mac OS 9 / compressed w/ Stuffit

239 /

2015-09-02 /

bc755f02e39f83aa2c5229eea44038796658f2cb /

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(85.15 MiB / 89.28 MB)
Introduction Manual

131 /

2021-04-30 /

8ecac281dc715c17ccc9cc6cba14b17cd8ec7a1b /

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(1.59 MiB / 1.67 MB)
/ compressed w/ Stuffit

73 /

2021-11-12 /

b2bcf4e3d147117d3ed4ebe562694aaff773d37c /

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(1.61 MiB / 1.69 MB)
/ compressed w/ Stuffit

16 /

2023-12-23 /

25c946b711cd9f404ce83db88a7f482339e2faf8 /

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Architecture 

Motorola 68K
Compatibility notes 
Note: MacRenderMan is simply a rendering engine, modeling needs to be performed using an external application. Pixar have Typestry, Glimpse, Showplace work with MacRenderMan.
Emulating this? It could probably run under:
Basilisk II