RSL Exercises

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.

RSL Exercises

 

 

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

 

soft shadow

 

Background

I - Shader Sructure
_ _ 1- Basic Light Shader
_ _ 2- Occluder Distance
_ _ 3- Varying Blur Size
_ _ 4- Shadowing
_ _ 5- Shadow Opacity

II - Samples Generation
_ _ 1- Hammersley Point Set

III - Notes and Utilities

IV - References

 

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

 

 

I - Background

II - Illumination models
_ _ 1- Lambert
_ _ 2- Phong
_ _ 3- Blinn
_ _ 4- Specular
_ _ 5- Anisotropic

III - Common parameters
_ _ 1- Surface parameters
_ _ 2- Ray tracing parameters
_ _ 3- Occlusion parameters
_ _ 4- Color bleeding parameters
_ _ 5- Environment map parameters
_ _ 6- Subsurface scattering parameters
_ _ 7- Output variables

IV - Bonus
_ _ 1- Maya spotlight

 

 

 

 

 

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