The core set of functions provided by Slim can be used to generate a wide range of shaders which utilize many different special features of Slim. These core functions generally serve one particular purpose, like creating a simple noise or a pattern. The functions by themselves are not always useful and must be connected to other functions to obtain a meaningful result, but the atomic nature of functions affords a great deal of flexibility when it comes to assembling shading networks. |
A displacement function's primary responsiblity is to perturb either the surface normals or the surface points. The former is called bump mapping while the latter is known as displacement mapping. Displacement functions usually provide the option to bump or displace as well as one or more parameters where you'll connect pattern generators for your displacement.
Combine |
Add multiple displacements together. |
Simple |
Best for when multiple displacements aren't needed. |
SimpleDisplacement
Description:
The canonical simple displacement shader. |
CombineDisplacements
Description:
Combines an arbitrary number of displacements. |
A light function's role is to provide the outer hull of a lightsource shader. This means that it controls the form of light whether it's local or infinitely distant or whether it emits environment light. Usually light functions provide connection points for coloration, intensity, etc. When connecting pattern generator functions you must make sure that they operate on the Surface Point Light manifold. For example, you can create a slide projector by connecting the light color to an Image File node operating on a Surface Point Light manifold via a Perspective Z Projection.
Distant |
A distant light. |
Environment |
A light for creating environment effects. |
Indirect Illumination | Introduce indirect illumination globally to your scene. |
Point |
A point light. |
Pseudo Area | A ray tracing pseudo area light |
Spot |
A spot light. |
DistantDescription Shader Space Name the MTOR coordinate system here (using its shape name) which defines the constraints of the "barn door," controlling the area that the light will illuminate. LightColor |
Environment
Description:
This is used to create an Environment for use in |
Indirect IlluminationDescription: Introduces indirect illumination into your scene. First create a
spot light in your scene and attach this appearance. If you wish to tweak the indirect lighting controls, create a connection to a new instance of the Indirect Light template. Otherwise you'll get default behavior. Usually you'll want to open the cone angle of the light to 180 degrees which will result in all surfaces receiving global illumination. For effect, you can narrow the cone angle and thereby limit the global illumination effects to the region within the cone. Indirect Enabled Indirect Illumination Indirect Tint Indirect Multiplier
ConeAngle |
Point LightColor
Shadows
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Pseudo AreaDescription: Simulates the soft lighting associated with area lights. In order to get arealight-like soft shadows you should connect the shadows parameter to the ray traced shadows function and enable ray tracing. Light Color Ki Falloff Shape Length Radius/Height Samples Shadow Shadow Color Diffuse Coloration |
Spot Emits Photons LightColor Specular Contribution Diffuse Contribution Caustic Effects Caustics
Caustic Multiplier Caustic Tint |
A volume function's role is to provide the outer hull of a volume shader. Pixar's PhotoRealistic RenderMan supports volume shaders for atmospheric effects and you can attach volumes to individual objects or to the entire scene.
Fog |
Volumetric fog. |
Fog
Description:
Produces a foggy or hazy atmosphere with light source variation within the atmosphere; so shadows and light will
cast appropriately through the fog. |
Pixar Animation Studios
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