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.