|
Martian
Shaders
Renderman®
shaders written by Ivan DeWolf over the past several years
(many of these exist at Ivan's
Renderman Repository Page)
IDbrushedmetal.sl
This
shader can use an environment-map (ala prman). This example RIB uses a
prman latitude-longitude environment-map, called "a.tx". For
this example image, a.tx, was created from an image supplied by Ivan called,
funcenter.jpg. Before it can be
used, the file will need to be converted to tiff. Next convert it so prman
can use it with something like: txmake -envlatl -smode periodic
-tmode clamp funcenter.tif a.tx.
IDtooledsteel.sl
This
shader can use an environment-map (ala prman). This example
RIB uses a prman latitude-longitude environment-map, called "a.tx".
For this example image, a.tx, was created from an image supplied by Ivan
called, funcenter.jpg. Before it
can be used, the file will need to be converted to tiff. Next convert
it so prman can use it with something like: txmake -envlatl -smode
periodic -tmode clamp funcenter.tif a.tx.
IDbubbly.sl
This
shader is based off of Steven Worley's Siggraph 1996 paper. This example
RIB also uses the shader: IDez
IDgloop.sl
Example
of nonlinear displacements (from "stupid renderman tricks '99).
IDez.sl
A
simplified matte shader. This shader is used in IDbubbly example.
IDcs.sl
A simple shader (Ci = Cs actually). It is used in the toonStill and toonRotate
RIB files.
IDfill.sl
Simple
toon fill shader with shadows. It is used in the toonStill and toonRotate
RIB files.
IDoutline.sl
Valdez
algorithm outline shader. It is used in the toonStill and toonRotate RIB
files.
toon
shaders
Uses
IDcs.sl, IDfill.sl, and IDoutline.sl to do toon-style rendering.
toonStill.rib
toonRotate.rib.gz
toonRotate.mpg
IDhair.sl
If
you look at the .rib file, you'll
see there are no curve primitives. IDhair takes a parametric surface and
splits it into lines, kinda like figure 16.32 on page 23 of the color
plates in "advanced renderman". these lines are then displaced
off the surface in the direction of the normal farther and farther down
the length of the line. they are then displaced downward depending on
how much the surface points downward. This gives them their "hanging"
feeling. this really is pushing the limits of the renderer and sometim
s you can see odd flickering anomolies, oh well. anyway, there are 3 spheres
in the .rib files, one with the hair shader, one with a simple scartissue
shader, and a big flat shaded background sphere. the animation is meant
to be played back pingponging back and forth, not looping.
The RIB example
uses the IDscartissue and IDcs shaders.
IDhair_pingpong.mpg
is a 30 frame 320x243 mpeg animation (~280k). The RIB for this animation
is located here.
|