Alphabetical Index


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Algorithmic - Cellular Automata: Basic Python Classes
Algorithmic - Cellular Automata: Maya Python Classes
Algorithmic - Hilbert Curve: Concepts & Implementation
Algorithmic - Hilbert Curve: Mel Implementation
Algorithmic - Lsystem: Code
Algorithmic - Lsystem: Introduction
Algorithmic - Lsystem: Sample 1
Algorithmic - Lsystem: Sample 2
Algorithmic - Menger Sponge (Python)
Algorithmic - Points in a Sphere
Algorithmic - QuadTree (Python)
Algorithmic - QuadTree: Blobby Geometry
Algorithmic - Sierpinski Gasket: Python & RenderMan

Arnold - C++ Shaders: Adding Parameters
Arnold - C++ Shaders: Color By Height
Arnold - C++ Shaders: Regular Polygon
Arnold C++ Shaders - Getting Started
Arnold OSL - Getting Started

C++ Development Environment

C/C++ - Compiler Installation

Cutter - About
Cutter - Arnold C++ Shaders
Cutter - C++ RifPlugins
Cutter - Compiling and Building Plugins
Cutter - Integration with Houdini
Cutter - Integration with Mel
Cutter - Integration with Tcl
Cutter - Integration with mental ray
Cutter - Key Framing
Cutter - Light Path Expressions
Cutter - Manual Slim Template Scripting
Cutter - Open Shading Language
Cutter - Pixar's RenderManProServer
Cutter - PxrSeExpr Node Scripting
Cutter - RifPlugins Tool
Cutter - Setting Up
Cutter - Slim Appearance Scripts
Cutter - Slim Template Scripts
Cutter - Sourcing a Slim Template
Cutter - Testing Python Rifs
Cutter - Ui-Hints
Cutter - Writing OSL Shaders for Arnold

Devkit - Cutter & Compiling DSO Shadeops
Devkit - Cutter's Authoring Environment
Devkit - RifPlugin: Baking Hair/Fur/Grass
Devkit - RifPlugin: Blobby2Volume
Devkit - RifPlugin: Chaining
Devkit - RifPlugin: Light Path Expressions
Devkit - RifPlugin: Mesh/Subdiv to Wireframe
Devkit - RifPlugin: Mesh2Blobby
Devkit - RifPlugin: No Translation Motion Blur
Devkit - RifPlugin: Omni Stereo
Devkit - RifPlugin: Parsing Input Args
Devkit - RifPlugin: Parsing Parameters
Devkit - RifPlugin: Particles
Devkit - RifPlugin: Quick Reference I
Devkit - RifPlugin: Splitting .cpp and .h files
Devkit - RixPatterns: Accessing Built-in Variables
Devkit - RixPatterns: Color By Ray Type
Devkit - RixPatterns: Color By Rayhit
Devkit - RixPatterns: CutrVelvet Node
Devkit - RixPatterns: Cutter
Devkit - RixPatterns: Paper Cup
Devkit - RixPatterns: Sparky Node
Devkit - RixPatterns: Stocastic Culling
Devkit - RslPlugin: Iso-Surface (Reyes)
Devkit - RslPlugin: aveOpacity (Reyes)

FFMPEG - Installation

Getting RenderMan Without Using Their Installer
Getting Started

Mel - Align Y Axis to Vector
Mel - Barebones L-System
Mel - Curves & Expression Animation
Mel - Getting Started with Cutter
Mel - Getting Started with Loops
Mel - Keyframe & Expression Animation
Mel - Modelling with Smart Transforms
Mel - Querying UI Widgets
Mel - Quick Reference I
Mel - Quick Reference II
Mel - Recursion
Mel - Secondary Geometry
Mel - Surface UV
Mel - UI Introduction

Misc - Expressions
Misc - Expressions: Quick Reference
Misc - Houdini Quick Ref
Misc - Regular Expression: Parsing Numbers
Misc - inbetweening

Mtor - Error Messages: TCLBox & RIBBox
Mtor - Maya Curves to RenderMan Curves
Mtor - Mel Scripting a Slim Palette
Mtor - Pre-baked RIB's
Mtor - Rib Post Processing (Mel + Tcl)
Mtor - Rib Post Processing Curve Widths
Mtor - Ribbox Scripting
Mtor - Slim Ribbox Scripting 2
Mtor - Slim Ribbox Scripting 3
Mtor - Slim Ribbox Scripting 4
Mtor - Slim Ribbox Scripting 5
Mtor - Slim Ribbox Scripting 6
Mtor - Slim Ribbox Scripting I
Mtor - Using the Tclbox
Mtor - Various Scripts

OSL - 2D Polar Coordinates
OSL - 3D Textures
OSL - Archemedes Spiral
OSL - Attribute to Color
OSL - Cellnoise
OSL - Color By Height
OSL - Edge Effects
OSL - Float Remapping
OSL - Helix
OSL - Multiple Textures I
OSL - Multiple Textures II
OSL - Regular Polygon
OSL - Repeating Patterns
OSL - Rosette
OSL - Rotating Texture Space
OSL - To UV or not to UV
OSL - Use in HyperShade
OSL - Using Smoothstep
OSL - VStructs
OSL - Vertices To Color
OSL - Wyvill Lines

Procedural Primitives - Getting Started
Procedural Primitives - Placing Randomly Chosen Archives
Procedural Primitives - Placing Spheres
Procedural Primitives - Placing a Blobby

PxrSeExpr - Cellnoise

PyQt5 - Integer Inputs
PyQt5 - QCheckbox_QTextEdit
PyQt5 - QComboBox
PyQt5 - QLineEdit
PyQt5 - Sliders
PyQt5 - Starter

Python - Executing a Script
Python - MoCap Data to RenderMan
Python - Parsing MoCap Data
Python - Quick Reference I
Python - Setting up Maya
Python Helper App - Placing Spheres at Mesh Vertices

RfM - An Introduction to Ribboxes
RfM - Baking 2D Textures
RfM - Clouds
RfM - Curves & Shared Geometric Attributes
RfM - Exporting Pre-baked RIB's
RfM - HyperShade & Cutter
RfM - Image Tool [Adding Commands]
RfM - Image Tool [SaveAll.py]
RfM - Image Tool [UI EmailImage.py]
RfM - Image Tool [UI Histogram.py]
RfM - Introduction to RiMel Scripting
RfM - Maya Curves to Rman Curves
RfM - Maya Freeze Transforms
RfM - Multiple Textures
RfM - OSL RIB Box + TCL Hack
RfM - OSL RIB Box Hack
RfM - Primvar Face Color
RfM - PxrTexture Texture Sequence
RfM - Python Rifs Getting Started 1
RfM - Python Rifs Getting Started 2
RfM - Python rif_mesh2blobby
RfM - Python rif_mesh2curves
RfM - Python rif_mesh_normals
RfM - Reyes: Caustics
RfM - Reyes: Import Shader
RfM - Reyes: Occlusion
RfM - Reyes: Subsurface Scattering
RfM - Reyes: The Rib Archive Node
RfM - RiMel & Cutter's Authoring Environment
RfM - RiMel [Menger3d]
RfM - RiMel [Place On Nurbs]
RfM - RiMel [Use Archives]
RfM - RiMel [mesh & archives, particles as proxies, particles to curves]
RfM - RiMel [meshArchives]
RfM - RiMel [particleCurves]
RfM - RiMel [particleInstancer]
RfM - RiMel [rgbMeshArchives]
RfM - RiMel [wyvillEdges]
RfM - RiMel/Rman [UI mesh to Blobby]
RfM - RiMel/Rman [UI particles & Procedural "RunProgram" ]
RfM - Ribbox: Chain On Curve
RfM - Ribbox: Customized Project Settings
RfM - Ribbox: Lights On Particles (Reyes)
RfM - Ribbox: Volumetric Spot Light Effects (Reyes)
RfM - Rif: Python [deep image, Blobby to Volume, mesh to Blobby, particle "width", particles to archives]
RfM - Rif: Python [motion blur]
RfM - Useful Python Calls
RfM - Using Brickmap Geometry
RfM - Using Primvars
RfM - Using Primvars with HyperShade
RfM 21 - Customizing
RfM 22 - Batch Rendering and Filtering
RfM 23 - Customizing
RfM Reyes - HyperShade - RIS Savvy Inputs
RfM Reyes - HyperShade ColorByCollision Node
RfM Reyes - HyperShade Node Development [ColorByHeight]
RfM Reyes - HyperShade SSSMaterial Node
RfM Reyes - HyperShade cutrVelvet Node

Rib - Booklet
Rib - Camera Transformations
Rib - Camera Transforms
Rib - Curve Basics
Rib - Curve Normals
Rib - Depth Map Shadows
Rib - Helper Application:Points on a Disk
Rib - Introduction to Modeling
Rib - Introduction to PrimVars
Rib - Left-hand & Right-hand Coordinate Systems
Rib - Post Processing Curve Normals
Rib - Post Processing Curve Widths (Tcl)
Rib - Prebaked ribs
Rib - Problem Quadrics
Rib - Procedural Primitive Tcl
Rib - Procedural Primitive: Blobbies
Rib - Procedural Primitive: Implementations
Rib - Procedural Primitive: Randomness
Rib - Procedural Primitive: RiPoints on a Sphere
Rib - Raytraced Shadows
Rib - Setting up a Basic Camera
Rib - Stereo Rendering & Anaglyphs
Rib - Transformations & Attributes
Rib - Volume Rendering

Rib/RIS - Introduction to Shading
Rib/RIS - Shading Displacements
Rib/RIS - Shading DomeLight
Rib/RIS - Shading Textures
Rib/RIS - Texturing Basics

Rms - Custom Slim Preview
Rms - Image Tool Tcl [various topics]
Rms - Primvars & Custom Slim Nodes
Rms - Reyes: Occlusion AOV
Rms - Rib Generation Compared to Rat
Rms - Scripting Slim Palettes
Rms - Subsurface Blockers & HyperShade
Rms 2 - Using Custom Light Source Shaders
Rms 3 - Using Custom Light Source Shaders

Rsl - 3D Textures
Rsl - AOVs
Rsl - Accumulated Displacements
Rsl - Ambient Occlusion
Rsl - Archemedes Spiral
Rsl - Blobby Effects
Rsl - Bumps from Lights
Rsl - Cellnoise
Rsl - Cellular Automata
Rsl - Color By Collision
Rsl - Color By Height
Rsl - Color Ramps
Rsl - Cutter's Shader Writing Environment
Rsl - Datatypes, Variables & Memory Usage
Rsl - Directional Light Source Shaders
Rsl - Directional Occlusion Light
Rsl - Displacement Shading Domes
Rsl - Edge Effects
Rsl - Fake Subsurface Effects
Rsl - Flames and Opacity
Rsl - High Frequency Aliasing
Rsl - Interior Shading & vpvolumes
Rsl - Layered Shading
Rsl - Nebula Point Clouds
Rsl - Physically Plausible Shading: Shader Pipeline Methods and Data Accumulation
Rsl - Point Clouds & Brickmaps for Ambient Occlusion
Rsl - Point Clouds as Accumulation Buffers
Rsl - RSL2: Soft Sticky Blobby Noise
Rsl - Ray Tracing Visibility
Rsl - Reflections using trace()
Rsl - Refraction
Rsl - Regular Polygon
Rsl - Repeating Patterns
Rsl - Rosette
Rsl - Rotating Texture Space
Rsl - Selective Occlusion
Rsl - Shader to Shader Messaging
Rsl - Shading Language Overview
Rsl - Sierpinski Point Clouds
Rsl - Smoke Displacement
Rsl - Surface Names & Ray Names
Rsl - Texture Channels
Rsl - The Polar Coordinate System
Rsl - Trace Sets
Rsl - Using Noise
Rsl - Using Smoothstep
Rsl - What is a Surface Shader?
Rsl - Writing Displacement Shaders
Rsl - Writing Surface Shaders

Slim - Appearance & Template Documents
Slim - Customized slim.ini File
Slim - Introduction to Templates
Slim - Paper Cup
Slim - Parameter Block Quick Reference
Slim - Shaders, Appearances & Templates

Tcl - Align Y Axis to a Vector
Tcl - Command Line Arguments
Tcl - Downloads
Tcl - File Filtering
Tcl - Glob Basics
Tcl - List Basics
Tcl - Misc Scripts Index
Tcl - Overview
Tcl - Quick Reference I
Tcl - Quick Reference II
Tcl - Using the Command Line
Tcl - getFromList.tcl
Tcl - tween.tcl

Vectors - Addition & Subtraction
Vectors - Distance Point to a Line
Vectors - Normalizing



© 2002- Malcolm Kesson. All rights reserved.