this is our simple renderman RIB file with our simple shader. The shader will have procedural pattern plug into it to produce the appearance of our shader and the growth of the frost. all of this will be done through python.
Our RIB FILE
Display "" "framebuffer" "rgba"
Format 250 250 1
Projection "perspective" "fov" 40
Translate 0 0 3
Rotate -30 1 0 0
Rotate 0 0 1 0
Scale 1 1 -1
WorldBegin
LightSource "pointlight" 1 "intensity" 30 "from" [2 2 2]
TransformBegin
Surface "FrostBase"
AttributeBegin
AttributeEnd
Color 0.078 0.120 0.160
Sphere 1 -1 1 360
TransformEnd
WorldEnd
Our Base Shader
surface FrostBase(float Kd = 0.8,
frost = 0.5)
{
normal n = normalize(N),
nf = faceforward(n, I);
float hump = 0;
color surfcolor = Cs;
color diffusecolor = Kd * diffuse(nf);
Oi = Os;
Ci = Oi * surfcolor * diffusecolor;
}
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