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Lyubomir Kovachev's RenderMan shaders.

All shaders on this site were written by me (Lyubomir Kovachev, e-mail: lpk3d@yahoo.com) and any specific code, borrowed from freely available third party shaders and resources, is properly credited for each shader.

(Note: some of the shaders here modify P in a surface shader so if you're using a renderer like BMRT, Entropy, Air (where P is read-only in surface shaders) you'll have to extract the displacement code to a separate displacement shader and optionally do some message passing. No third party include files are needed for compilation.)

LK_lamp.sl

My latest one (as of June,18, 2004). A lamp in a shader! Everything here is fake, procedural and highly customizable. Not as physically accurate as a modelled lamp with lightbulb and other gadgets inside, using very slow raytraced refractions and caustics, but it's pretty close. And it renders very fast and needs only a sphere geometry. Rotate2d function by Stephen F. May, RManNotes.

 

LK_eyeball.sl

Procedural eyeball shaders seem to be a classic! So here is my try at the topic. This one uses the fake caustic trick from eyeBallShader.sl (renderman.ru, Vyacheslav Bogdanov - Drop Of Light Animation Studio) and the veins code from LarryGritz's LGEyeBall.sl from renderman.org as well as the wrapped diffuse function by ZJ from zj.deathfall.com as an option. It's very customizable and can be turned into many types of eye. One of the features is the "fake specular" - when it's on, you get only one specular hotspot, regardless of how many lights you have. You can specify the direction from which the "fake" specular light comes from.

LK_dunes.sl

Here I tried to mimic the stripes of the sand dunes as seen in deserts or beaches. I haven't worked on the illumination model too much, it's just a simple matte shading. Probably, combining it with a more sophisticated sand pattern using bombing technique, could make it better (and slower).

 

 

 

LK_alien_eye.sl

A very simple shader but I like it. I use it for shading aliens' eyes. The specular and caustic are fake (unaffacted by lights) and the direction for both can be user specified.

 

LK_tooth.sl

This is a shader for tooth enamel material. Wrapped diffuse function by ZJ, zj.deathfall.com.

 

LK_flesh.sl

I use this to shade mouth tissues of characters.Veins code by LarryGritz (taken from LGEyeBall.sl, renderman.org). Wrapped diffuse function by ZJ, zj.deathfall.com.

LK_tongue.sl

A tongue shader for characters.Worley noise code (originally by Steven Worley) taken from IDbubbly.sl (Ivan DeWolf, renderman.org). Wrapped diffuse function by ZJ, zj.deathfall.com.

And here is how these three shaders look in the real world. It's a RiSubdivisionMesh of a rabbit mouth . There's no GI, the GI look is achieved by vertex colors, painted by hand in Blender. Rendering time was about 20 sec.

All pictures rendered with 3Delight on a PC with AMD Athlon Thoroughbred 2200+ and 1 Gb RAM running Windows 2000.

All meshes modelled with Blender.

Sphere previews rendered with TkMatMan.

All exporting done with "BlenderMan_LK" - my custom, highly modified and expanded version of Christoffer Green's "BlenderMan" script.

(c) 2003 - 2004 Lyubomir Kovachev

e-mail:  lpk3d@yahoo.com