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Translucence
shader using the shadow buffers technique from Stupid RenderMan/RAT Tricks
2002.

More on
Ambient/Reflection Occlusion and IBI.

Non-raytrace
alternative for making Ambient Occlucion Ilumination based on Andrew Whitehurst's
tutorial.
Sampling shadow maps can be very
time-consuming, so try to render shadows into a separate layer using my
collectShadow template.
I
don't think the factory-provided template for volume remdering is production-ready.
So I set myself to develop my own, and this is what I have so far: Rendering Light Fog.
PRMan's
ability to displace surface during shading is really powerful, but sometimes
just "bump" is OK, can I use displacement and bump at the same time? I
say YSE, but check the note about how displacement shader
works first.
The factory-provided
displacement templates can only move surface point along surface normal
vector, but try my solution to move it along an arch.
All
those old stuff are still available here.
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