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These are a few exercises that were designed to get aquainted with the basic vocabulary of RSL in a fun way. They were designed for some friend that wanted to learn.
This is an implementation of a soft shadow spot light that uses a z-depth map. It uses the Hammersley Point Set as sampling generator (at least what I understand from it). This shader should not be used as is, but should serve as inspiration for your own light shaders. download the 3db softShadow spot
I - Shader Sructure II - Samples Generation
I wrote a couple of renderman shaders for basic illumination models, with output variables that allow to output on separate passes occlusion, bent normals, subsurface scattering, etc. Please refer to the documentation below. download the 3db renderman shaders
II - Illumination models III - Common parameters
IV - Bonus
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