RenderMan Shading Language
main index
alphabetical index
Introduction
shading language overview
datatypes, variables & memory usage
problems with quadric surfaces
what is a
surface
shader?
intro to writing surface shaders
Examples
aov - secondary images
layered shading
using smoothstep
using noise
cellnoise
flames and opacity
texture channels
rotating texture space
repeating patterns
high frequency aliasing
edge effects (aka facing ratio)
blobby shading effects
shader to shader messaging
fake sub-surface effects
color by height
polar coordinates & famous curves
archimedes spiral
regular polygon
rosette
trace sets
selective occlusion
point clouds, brickmaps & occlusion
sierpinski point clouds
nebula point clouds
point clouds as accumulation buffers
cellular automata
3d textures
blobby sticky noise (rsl2)
color by collision
Displacements
what is a
displacement
shader?
writing displacement shaders
writing a smoke displacement shader
displacement shading domes
Ray Tracing (very old style!)
basic ray tracing - reflections
basic ray tracing - refractions
ambient occlusion
surface names & ray names
© 2002- Malcolm Kesson. All rights reserved.