VIZA 616 - Rendering & Shading
Spring 2003

Sample Renderman Files
 

Last updated3/8/03


Examples files from class

February 10  -  Shadow and environment maps

RIB files to create shadows - for distant light, for spotlight
RIB file to create environment images
RIB file to creat image with shadows
RIB file to create image with reflections
February 12

February 17 - Smoke volume shader and example RIB file
                        Image using fog volume and image using smoke volume shaders

February 19 - Modified "uberlight" shader
                        Example RIB file and data file and generated image
                      Noisylight shader and RIB file

February 26 -  'C' binding for RenderMan
                       Parameterized Face Program
 

March 3 - Additional Sample programs illustrating the RenderMan 'C' binding
                ColorCubes and RadialWaves
 



Useful files:

rmannotes.sl - File that contains many useful macros for use in your RenderMan shaders.


RIBS:

atmostest.rib Simple RIB file to test atmosphere effects.

hw02.rib - the rib file you should use to render all images for homework #2.

windowlight.rib RIB file used to test a texture-shadowed light in atmosphere.


Shaders:

aliasnoise.sl This noise shader makes an attempt to limit the frequencies of the noise based on a sample width, computed from the rate of change of the shaded point in shader space.

blendfog.sl This atmosphere shader simply blends the surface color with some atmosphere color depending on distance.

bospot.sl The light shader I wrote that incorporates shadow mapping, coloring shadows (something other than black), and using a texture for a slide-projector effect.

celtic.sl Uses the ptlined() function to draw a repeatable celtic braid pattern. Uses modified input color Cs. Create many user-definable parameters for linewidth, frequency, and switching between cartesian and polar coordinates.

emboss.sl - A shader specified in the documentation for homework #0, but was unavailable. This is a quick version I came up with for use in the Chapter 4 tutorials.

land.sl Utilizes layering for rock, grass, snow, beach, and water colors. Interpolations based on elevation and slope. For those of you who want to play with this shader, the RIB file for a terrain surface can be found here.

my_atmos.sl The environment shader used to create the light-through-the-window effect shown in class.

rings.sl Uses a spline function to blend color ramp with input color Cs. Use on a disk surrounding your planet!

woodcut.sl The latest incarnation of my woodcut shader, this incorporates the color spline remapping for that lovely sepia tone!


Compressed files:

depth.tar.gz - Example of shading objects according to camera depth in Maya (from lecture 2-2-98).

planks.tar.gz - Wood floor shading example in Maya (from lecture 2-2-98).

teach.sl.tar This archive contains the series of shaders that was used to demonstrate layering, tiling, and the use of multiple shading models in one shader. All shaders compile to teach.slo.