Examples
Examples
The $RMANTREE/lib/examples directory contains RIB files and compiled shaders that provide renderable examples of Deep Texture rendering, "plausible" shading, the re-rendering modes of PRMan, and volume rendering.
- /deeptexture includes these simple RIB files (with associated .slo files
and RIB archives), which generate deep texture files:
- scene.rib - generates a single deep texture containing a blue sphere, a green cone, a red cylinder, and a yellow furball.
- multilayer_scene.rib - generates separate deep textures for the aforementioned geometry that can be layered.
- multilayer_scene_moving.rib - generates separate deep textures for the aforementioned geometry, motion-blurred, that can be layered.
- /plausible contains usage examples of the physically plausible light
integrators introduced in RPS 16. For more details, please consult the
Physically Plausible Shading in RSL
application note.
- as.rib
- arealight.rib
- dbrdf.rib
- dielectric.rib
- microfacet.rib
- plastic.rib
- sunlight.rib
- /envlight: envlight.rib and associated shaders/textures.
- /glass - contains two primary RIB files (and several RIB archives):
- glass.rib
- simple.rib
- /rerender contains Python scripts offering re-rendering examples, with
associated shaders (which must be compiled before running the scripts).
- brickmap.py - Uses a brick map for shadowing as a light orbits a teapot.
- cameraedit.py - Uses the raytrace re-renderer to orbit the camera around a teapot.
- light_instance_edit.py - Uses the raytrace re-renderer to animate the cone angle of a bank of lights that share a shader instance.
- pointcloud.py - Uses a point cloud for shadowing as a light orbits a teapot.
- shadowmap.py - Uses a shadow map for shadowing as a light orbits a teapot.
- surface_instance_edit.py - Uses the ray trace re-renderer to animate the grain in a wood shader using instance editing, then switches the shader to glass using attribute editing (rebinding the shader).