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ST Coloration

These images show the results of using the RenderMan Shading Language (RSL) to write a variety of special effects surface shaders. The notes and RSL code accompanying each image explain how each effect was achieved.

 

if((s*s)+(t*t) < 1)

if(-0.125*(sin((s)* (PI) *5)-1.75) <= (0.5/(1/t)))

if(s >= 0.25 && s <= 0.75)

if(t >= 0.25 && t <= 0.75)

if((((s-.5)*(s-.5))+((t-.5)*(t-.5))<.1) && (((s-.6)*(s-.6))+((t-.5)*(t-.5))>.1)) if(t + s > 1)

 

Representing more Detail

So after doing basic shapes I wanted to experiment with a technique to represent extremely complex patterns and images on the ST grid. It would be basically impossible to do this by manually coding the .sl files, but I figured that I can do it by defining point attribute informaiton and extract that information using python. Information will be fed into Renderman using the same basic instructions used to generate the geometric shapes. With this technique, I can represent any image quite accurately. Because of the procedural nature of this technique, very complex shaders can be defined.

 

Results thus far:

 

Matrix
Level-of-Detail
ST Coloration
Maya Pattern Animation
Fire
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