ANISOTROPIC Shader

Hi, nice blog! I have create this shader for my work, for silk, velvet and aniso – metal….(based on some shader of Renderman Sigg. couse) it is not like a Bertrand’s best shader, but have a some tex multiply option…… and works with polygons. Test with low raytrace: give a look. ciao Alessandro Dalla Fontana…

Camera Projection

a) set up camera projection as in mike breymann tut > > Mike Breymann explains how to set up camera projection > in maya http://www.glyphfx.com/main_old.htm. the > camproj shader can be found here > http://www.highend3d.com/renderman/downloads/shaders/3442.html > > > > b) parent spot to projection camera – put ‘camproj’ > shader on spot .create light set…

Baking

1. Select geometry. Assign custom attributes and new instance of bake_occlusion shader to each selected part. Ensure ‘cull Hidden’ and ‘Cullbacking surfaces’ are deselected under the geometry attribute. When rendering make sure all the geometry is viewable in the resolution gate. Ensure that geometry attribute has Visibility – Diffuse Raya(Occlusion) – Shader Color and Opacity…

Blockers/UberShader

In Renderman Advanced they explain how to use system co-ordinate blockers. In filmmaking the lighting guys will often use boards to block off light.
This is very simple.
1. Under 3delight menu, Add Coordinate system.
2. put the name eg ‘delightCoordinateSystemShape1’ into the ‘blockercoords’ section of the
uberlight shader
3. Move co-ordinate system into place. Adjust blocker settings in uberlight.

Secondary outputs

Rudy over at renderman academy has already given an excellent run through of this, but theres no harm in doing another run through, in particular what you need to put in the 3delight UI for it to work. First thing I modify the shinymetal shader. surface shinymetal( float Ka = 1; float Ks = 1;…

OCCLUSION LIGHTING

1. Attach a ‘occlight’ shader to a ambient light. You can set the ambient light
to 0. Any geometry in the scene will have occlusion lighting if you set its transmission attribute to
‘opaque’. This can be found under the geometry attributes. I added a uberlight spot to the scene as well.