The following are some of the shaders that can be found in BMRT/examples.
This rib also uses the dented shader.
background.sl Sample RIB
Note: This shader requires noises.h and patterns.h to compile. This shader is also used in the texbox1.rib.
brick.sl Sample RIB
Note: This shader requires noises.h and patterns.h to compile. This example also uses the "brick" shaders. This shader is also used in the texbox1.rib.
brickbump.sl Sample RIB
Note: This shader requires noises.h to compile. This shader is used in the texbox1.rib.
This RIB demonstrates radiosity with BMRT.
dented.sl Sample RIB
This RIB demonstrates displacement and procedural textures with BMRT. This example uses stucco , dented , shiny , and gmarble_polish shaders.
This RIB shows off radiosity and raytracing with BMRT. This example needs wood2 and wallpaper_2stripe shaders.
This shader is also used in shadtest.rib..
funkyglass.sl Sample RIB
This shader is used in the teapots.rib.
glass.sl Sample RIB
NOTE: This shader makes use of the trace() call, which means it can do reflections without reflection maps (at least under BMRT). This shader is also used in disptest.rib.
gmarbtile_polish.sl Sample RIB
Atmospheric shader. The RIB is just smokebox.rib renamed.
noisysmoke.sl Sample RIB
NOTE: A NON antialiased version
screen.sl Sample RIB
NOTE: An anti-aliased version
screen_aa.sl Sample RIB
Uses funkyglass, screen and screen_aa shaders. Note: This example shows off the automatic shadows found in BMRT. If you are wondering why the left image has a solid shadow rather than one like its middle counter part, check out the RIB and the corresponding BMRT documentation under:
Atrribute "render" ....
Used in teapots.rib
shiny.sl Sample RIB
stucco.sl Sample RIB
Note: This shader requires noises.h and patterns.h to compile. Used in teapots , texbox1 , and tpdisp RIB examples.
superplank.sl Sample RIB
This RIB uses superplank , shiny , and glass shaders.
This RIB uses windowlight , brick , brickbump , castucco shaders.
This RIB uses the superplank shader. This RIB shows bump-maping verses true displacement.
This shader is based on Ronen Barzel's paper "Lighting Controls for Computer Cinematography" (in Journal of Graphics Tools, vol. 2, no. 1: 1-20). A whole page of examples using this shader can be found at: uberlight.
uberlight.sl Sample RIB
wallpaper_2stripe.sl Sample RIB
This shader is used in texbox1.rib.
Note: This shader requires patterns.h to compile. It is used in dresser and limbo RIBS.
wood2.sl Sample RIB
Siblings: AKShaders DPShaders DWShaders EMShaders FGShaders FSShaders IDShaders DWShaders KMShaders JBUMShaders JMShaders LGShaders LCShaders MBShaders MRShaders MKShaders PQShaders RCShaders SHWShaders SWShaders XMBShaders SIG91 SIG2000 SIG2001 TLShaders
RenderMan is a registered trademark of Pixar. The RenderMan Repository is maintained by Pixar's RenderMan Products Group