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Shaders from Advanced RenderMan 3 at SIGGRAPH 2001 course 48

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Course Notes

This the original version of the course notes have been updated to fix some typos and other problems.


Extras

sig01.course48.xtra.tgz


Shaders from Larry Gritz's course notes

causticlight.sl

Example spot light shader for doing caustics.

causticlight.sl


envsurf.sl

Simple surface shader using environment for color.

envsurf.sl


hdri1.sl

Simple light shader using environment map for light color

hdri1.sl


hdri2.sl

More complete light shader using environment map for light color. Also uses shadows

hdri2.sl


Shaders from Matt Pharr's course notes

km.h

km.h is a SL include file containing functions making use fo the Kubelka-Munk material layer model.


skin.sl

Simplified Hanrahan and Krueger sub-surface scattering model for giving the appearance of human skin.

skin.sl


Shaders from Kevin Bjorke course notes

isshad.h

Although isshad.h is not used in the two included shaders from Square, this contains neat example of checking the RIB Option and Attribute for certain values to effect the behavior of a shader! In this case it looks like they were looking for a certain condition that would tell this function if this render was a shadow pass or not.


softboxes.sl

Is an extended concept of the RAT tvscreen. It is a light shader with a number of cards. These cards can act as sort of bounce cards for lighting. This shader had lots of different uses but two of the more common were for fake rim lighting and as eye catchlights.

It seems as those on Final Fantasy they wrote their shaders in an old observe macro preprocesser called M4. This allows for easily adding X number of parameters with similiar functionality. Say oh for example, shadows and related parameters for reading multiple shadow maps.

The M4 code for this shader is called softbox.slm4.

I made this shader by running:

    m4 softbox.slm4 > softbox.sl

softboxes.sl


superKagee.sl

Allows one to layer multiple shadows together. Sort of like the concept of the RAT magiclight.

Once again the main source for this shader is in M4: superKagee.slm4. I made the shader by running:

    m4 -Dm4numshads=4 skagee.slm > superKagee.sl

In this case I set the macro to equal to 4. Telling the program to build up the shader to work with 4 shadowmaps.

superKagee.sl


WPrefix.tcl

My tcl isn't very good, so I am not completely sure what this is doing. It seems go through the maya scene looking for certain conditions to find some information about the scene.

If anybody has any more detailed info feel free to pass it on.

WPrefix.tcl


Shaders from Lawrence Treweek's course notes

volcube.sl

Ray-marching volumetric surface shader that was used on Hollow Man

volcube.sl


Any comments or suggestions? Send them to: tal AT renderman DOT org


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