For that I simply introduce an Atmosphere shader, I tried using the RCdepthcue shader but couldn't get that to work so I settle for RCfog.īoth the RCdepthcue and RCfog are from the RenderMan Companion book Digital Tutors Introduction to RenderMan RIS in Houdini Posted by Diptra on 3 Posted in: 2D, CG Releases, Downloads, Learning, Tutorials, Videos. In addition, I understand from the Advance RenderMan book that depth cue is a very important visual cue to the human eye.
The "effect" comes from a specially generated filtered noise image. For the current implementation, there is no magic in the displacement shader it self. The actual ocean "texture" comes from the displacement shader.
My modification to the original implementation is the introduction of the standard Ka, Kd to allow better lighting control. The ocean surface shader is an implementation/modification of the watercolorsurface shader mentioned in the SIGGRAPH 99 tutorial (26) by Jerry Tessendorfįor copyright reasons, please refer to the tutorial for the Shading Language implementation, I cannot reproduce those stuff here.
#Houdini renderman tutorial professional#
Lighting is an art for which I am barely able to scratch the surface (refer to the Advanced RenderMan for professional advice) Create a set of lights that represents the sunlight, skylight.I have a very slow PentiumII 350, I would prefer not to increase the pixelsamples too much and reduce the shading rate, applying the Art of Chi' Tng here (refer to Tony's Siggraph 98 course notes) This intersection is important to reduce artifacts at the seem. Create the sky surface (another NURBS of 100 by 100) but orientated at an angle AND intersecting the ocean surface. Both Houdini projects (Before and After versions) are fully textured and ready to be rendered in turntable mode with RenderMan.The Houdini submitter allows you to submit a job that will export the scene to. Create the ocean surface (I use a NURBS surface, you can use others as long as there is s,t texture coordinate information)įor those of you wondering, I choose a size of 100 by 100 units for the ocean surface to allow better scaling of the displacement map (more later.) RenderMan Exporting and RenderMan Standalone.Image rendered with BMRT using a inhouse generated displacement texture of 2k x 2k Involved (namely two), the scene can be keyed in manually. In fact, due to the small number of geometries Creating Ocean Wave Scene with RenderMan Shader Creating Ocean Wave Scene with RenderMan Shader To make it easy to explain the process, Houdini is only use to