Renderman water shader2/20/2023 The sample HIP file and sample RIB is available. After that, you should be able to just wire the PxrPrimvars output to the noise nodes input. For that I simply introduce an Atmosphere shader, I tried using the RCdepthcue shader but couldn't get that to work so I settle for RCfog.īoth the RCdepthcue and RCfog are from the RenderMan Companion book As for REST attribute, as you said, you should be able to import it with PxrPrimvar shader. In addition, I understand from the Advance RenderMan book that depth cue is a very important visual cue to the human eye. To round up the scene, I needed to introduce some depth effect so that I can cheat on the details in the distance.You can obtain more information about the mathematics behind the height field generation from Jerry Tessendorf 1999 SIGGRAPH Tutorial 26 The purpose of this project was to write a surface shader that when used in conjunction with the previously written (water) displacement shader would give a. The "effect" comes from a specially generated filtered noise image. For the current implementation, there is no magic in the displacement shader it self. The actual ocean "texture" comes from the displacement shader. This produces a bumped normal that can be fed into a displacement shader to create ocean-like waves. My modification to the original implementation is the introduction of the standard Ka, Kd to allow better lighting control. The ocean surface shader is an implementation/modification of the watercolorsurface shader mentioned in the SIGGRAPH 99 tutorial (26) by Jerry Tessendorfįor copyright reasons, please refer to the tutorial for the Shading Language implementation, I cannot reproduce those stuff here.
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