We specialize in custom 3D solutions for your tough problems. In addition to software sales, we make our years of industry expertise available to your facility whether it be pipeline design or custom software design...

E-mail address:

Featured Products:
Martian Hydrous Tools
Martian Glue

Martian Toolz:
Houdini Surface Operators (SOPs):
Convex Hull
Dynamics and Distance
Feedback SOP
Fast Point Connection
Ray Steal
TexPoint

Shaders:
Renderman Shaders

Licensing:
Request a license
License Manager Docs

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.


Martian Labs, LLC
7041 Woodrow Wilson
Los Angeles, CA 90068

(800)
info@martian-labs.com