Ivan DeWolf Shaders

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Email Ivan DeWolf


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. cube.mpg (30 frame 320x243 mpeg file, ~158k), cube_anim.rib.gz.

IDbrushedmetal.sl Sample RIB


IDbubbly.sl

This shader is based off of Steven Worley's Siggraph 1996 paper. This example RIB also uses the shader: IDez.

IDbubbly.sl Sample RIB


IDcs.sl

A simple shader (Ci = Cs actually). It is used in the toonStill and toonRotate RIB files.

IDcs.sl


IDez.sl

A simplified matte shader. This shader is used in IDbubbly example.

IDez.sl


IDfill.sl

Simple toon fill shader with shadows. It is used in the toonStill and toonRotate RIB files.

IDfill.sl


IDgloop.sl

Example of nonlinear displacements (from "stupid renderman tricks '99). This example RIB also uses the shader: IDez.

IDgloop.sl Sample RIB


IDhair.sl

if you look at the .rib files, 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.

-Ivan

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.

IDhair.sl Sample RIB


IDoutline.sl

Valdez algorithm outline shader. It is used in the toonStill and toonRotate RIB files.

IDoutline.sl


IDscartissue.sl

A gross scar tissue shader. It is used in the IDhair example.

IDscartissue.sl


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. sphere.mpg (45 frame 320x243 mpeg file, ~250k), sphere_anim.rib.

IDtooledsteel.sl Sample RIB


toonRotate

toonRotate.mpg -- 30 320x243 frame example animation (~300k). toonRotate.rib.gz(gziped compressed). The RIB uses the following shaders: IDcs.sl, IDfill.sl, and IDoutline.sl.


toonStill

toonStill.rib -- 1 frame example. The RIB uses the following shaders: IDcs.sl, IDfill.sl, and IDoutline.sl.


funcenter

funcenter.jpg -- texture map src


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