This project was about creating and editing RenderMan attributes in Maya. preshapemel
attribute was imported to the objects in the scene to switch the points of the actual object with a rib archive or a simple sphere before prman takes the scene over. The interface is created with the help of an r...
Pointclouds and brickmaps can improve the render performance greatly since they “bake” a 3d model with any shader data that is needed for the render just once, and can be used over and over again. In some cases the original model doesn’t even have to be used for the render, brickmap which is free...
This exercise demonstrates the basics of scripting shapes directly into a RenderMan RIB file. Coding shapes in this way focuses attention on the use of color, opacity and the fundamental concepts related to xyz coordinate system.
The staircase was modeled by coding thru a rib file. After placing 4...
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.