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 color function calculates a color at every point. Texture maps can be connected into your networks as functions that calculate colors.
Define a color space and build a color from scratch. | |
Environment lights will be used for reflection. | |
Environment lights will be used for refraction. | |
Color Adjust | Quickly alter the coloration of other colors. |
Color Cells | A cell pattern. |
Color Correct | Adjust the colors of other colors. |
Color Invert | Take a color and invert it. |
Color Ramp | A ramp generator. |
Color Spline | Map a color ramp onto floats. |
CombineColors | Three ways to combine two colors. |
CombineColor List | Build multiple layers for a color, which can be added to, subtracted from, or multiplied by the base color. |
Diffuse | Returns Kd. |
Environment Map | Generate reflections for objects. |
Environment Map Plus | Generate reflections and refractions. |
FloatToColor | Connect a float to a color connection menu. |
Fractal | A color fractal. |
Image File | Add an image. |
Indirect Illumination | Create ray traced global illumination effects. |
Marble | A marble pattern. |
MixColors | Blend to colors together. |
Noise | A color noise. |
Occlusion Map | For reading in an ambient occlusion map. |
Prim Var | Access primitive variables. |
Reflection Map | Create a reflection for a flat surface. |
Ray Trace | Create arbitrary traces. |
Ray Traced Messaging | Create fancier arbitrary traces. |
Ray Traced Shadows | Generate ray traced shadows. |
Remap | Basic color remap. (See also Color Correct.) |
RSLVarsC | A visualizer for shading language globals. |
Shadow Map | Generate a shadow map |
Specular | Returns Ks. |
Surface Color | Returns color specified in RIB file. |
Surface Opacity | Returns opacity specified in RIB file. |
BuildColor
Description:
Build colors from the ground up, by defining a color space and setting corresponding values. |
CollectReflections
Description:
Collects reflections for the purpose of adding to a base shading model. This function assumes that there's an environment light shining on the same surface. |
CollectRefractions
Description:
Adds refraction to a shading model. This
function assumes that there's one or more environment lights shining on the same surface. |
ColorAdjustDescription: A simple method to adjust your colors. Input Saturation
Contrast
Clamp
Tint |
ColorCells Frequency |
ColorCorrect
Description:
Color correct an image or adjust colors. |
Color InvertDescription: Invert one or more components of a color in your favorite color space. Input |
ColorRamp
Description:
A color ramp generator that can used for all sorts of neat and mundane effects. |
ColorSpline Pattern |
Combine Colors
Description:
Combines two color functions in interesting ways. |
Combine Color List
Description:
Combines multiple color functions in still more interesting ways. |
DiffuseKd
Coloration |
EnvironmentMap
Description:
Calculates reflection effects based on a single environment map. Note that this effect is local and
doesn't interoperate with Environment lights. If you want global control across all shiny surfaces we recommend you use
CollectReflection and CollectRefraction shading models. |
EnvironmentMapPlus
Description:
A more powerful version of EnvironmentMap that supports variable environment sizes and fake refraction
effects. Generally this power makes
a shader more difficult to control. You should only need to use this function if you need fake refraction effects or need greater control over the
size of your environment. Calculates
reflection and refraction effects based on a single environment map. Note that this effect is local and
doesn't interoperate with Environment lights. If you want global control across all shiny surfaces we recommend you use
CollectReflection and CollectRefraction shading models. |
FloatToColorFloat Connection |
Fractal
Description:
Color Fractal function. 1/f^(3-2*Dimension), where f is the frequency of the noise being used for a given layer. It is called Dimension because this value relates to the fractal dimension. Bigger values are rougher, smaller values are smoother. Erosion The frequency exponent range. The frequency exponent specified by the Dimension is itself offset as a function of the noise magnitude. This value adjusts that offset. This determines the so-called \"crossover scale\" of the fractal. 0 gives a uniform appearance. Negative values will smooth out the low valued areas, and positive values will smooth the high valued ones. Erosion Measure The measurement value used to determine what the Erosion will effect. For Gray, it's how far away from gray the color is. Variation This value controls which particular variation of the appearance you get - without altering the qualities of the appearance determined by the other controls. So, for example, you can use this to animate the appearance by connecting this to Time, or create several unique instances of the appearance by setting this to different values. Manifold Set the shader space here. |
ImageFile File |
Indirect IlluminationDescription: The Indirect Diffuse parameters provide controls for achieving indirect illumination effects like color bleeding and global illumination. Indirect Diffuse captures the indirect illumination on any point of any given surface by sampling the hemisphere with a multitude of rays. The shaders associated with the first intersecting primitives are evaluated and this process continues recursively for a number of indirect bounces. In practice, a single bounce is usually sufficiently to capture these effects.
Samples Trace
Subset Max
Distance Manifold Normal |
Marble MarbleColor |
MixColors
Description:
Mixes two colors according to the given percentage. |
Noisefrequency |
Occlusion MapDescription:
Evaluates precomputed occlusion data in the form of 2d textures maps or 3d occlusion cache files. Occlusion can be precalculated via the OcclusionMapGen work generator then accessed within your shader networks using this
template. Environment Map Environment Space Environment Strength Environment Tint SurfaceNormal Manifold
|
Prim VarDescription:
Allows you to incorporate primitive
variables into shader networks. |
Ray TraceDescription: Allows you to incorporate a trace call into your surface shader. Ray Origin Direction Filter
Samples Sample Base
Blur Trace Set Ray Label
Max Distance
Two Sided |
Ray Traced MessagingDescription: Allows you to incorporate a trace call that shoots rays which can look up arbitrary variables in other shaders. With this function a ray can return arbitrary information about a surface, not just the color: anything from surface opacity, to ray length, to any arbitrary variables that you've added to the RSL of your shader templates. Message Spec Ray Origin Direction
Samples
Blur Trace Set Ray Label
Max Distance
Two Sided |
Ray Trace Shadows
Make Shadow Map Ray Accelerator Shadow Map Shadow Map Blur Shadow Map Samples
Samples Sample Base
Blur Bias Trace Set
|
Reflection Map
Description:
Use Reflection Map to access planar reflections. This is generally useful for flat surfaces and is cool because it requires only a single additional
rendering pass. |
Remap
Description:
A utility node for adjusting colors. |
RSLVarsC
Description:
A visualizer for shading language globals. |
Shadow MapContext Frequency Camera
Name Near Far Map
Resolution Objects in Map Laziness Depth Filter Shadow Type Pixel
Samples Motion
Blur Volume
Interpretation File Deep Shadow Example:
|
Specular Ks |
Pixar Animation Studios
|