The animation and notes on this page explain how custom shaders written in the RenderMan Shading Language can be animated using SLIM parameter expressions.

Final image is a composite of Maya playblast wireframes and rendered images. All the animation...

This page shows the results of applying a custom surface shader, written in the RenderMan Shading Language, to a Maya/Houdini scene in order to create the illusion of decay and rotting.

  1. Big trouble with t...

The animations on this page demonstrate the support offered by RenderMan for level-of-detail (LOD). Three models of a saw palmetto were modeled in Maya. Using LOD, the renderer chooses the appropriate model to use based on the area of screen space occupied by the model. 3 models for 3 distances, and...

This page shows the results of several (not-so-simple) lighting exercises. Light sources were specified directly in a RIB file with the intention of altering a viewers perception of the "mood" and/or scale of a cluster of simple plain white objects. Particular attention was given to camera placement...

I thought I posted this before, apparently I didn't.

It is a crowd sim driven entirely by Houdini POP networks. The run cycle was some mocap fbx I found online (model is mia from Motion Builder), but I had to edit it a little to fit in here.

Using...