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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.