Discover how to achieve the stunning imagery and dazzling effects that wow audiences in animated and live action motion pictures. "The RenderMan® Shading Language Guide" shows you how to master this powerful rendering program, used by filmmakers in conjunction with 2D and 3D painting, modeling, and animation software to transport audiences to faraway lands and awe them with fantastic creatures. A comprehensive guide to the RenderMan Shading Language (RSL), the book teaches experienced 3D animators and artists fundamentals through advanced RSL and image synthesis concepts. Beginning with an…mehr
Discover how to achieve the stunning imagery and dazzling effects that wow audiences in animated and live action motion pictures. "The RenderMan® Shading Language Guide" shows you how to master this powerful rendering program, used by filmmakers in conjunction with 2D and 3D painting, modeling, and animation software to transport audiences to faraway lands and awe them with fantastic creatures. A comprehensive guide to the RenderMan Shading Language (RSL), the book teaches experienced 3D animators and artists fundamentals through advanced RSL and image synthesis concepts. Beginning with an introduction to RSL, you'll learn about the shader writing process and how to set up a proper shader developing environment. After that you'll try your hand at some simple shading methods such as light and volume shaders. Once you have the basics down, you'll move on to more advanced shading skills including raytracing, global illumination, pattern anti-aliasing, and DSO shadeops. The book presents over 80 complete shaders and teaches good coding style and techniques. "The RenderMan Shading Language Guide" presents the skills you need to become proficient with RSL so that you can use them to create amazing special effects for use in movies, video games, and more.
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Autorenporträt
Cortes, Don" Rudy" Don" Rudy Cortes was born and raised in Ecuador. He has been working in the 3D animation industry for the past 7 years. He started his career in Kansas City, Missouri, as a generalist and demo artist for a local 3D software distributor and following that worked as a 3D visualization specialist for one of the countrys leading architectural and engineering firms. Rudy initially wanted to be an animator until a good friend introduced him to a small rendering program named BMRT. From that point on, he dedicated himself to learning RenderMan and all the techniques required to run a production with RenderMan. His film credits include The Day After Tomorrow, Sky Captain and the World of Tomorrow as a lighting and vfx TD, The Ant Bully as a RenderMan shader writer and TD, and the latest Disney movie Meet the Robinsons."
Raghavachary, Saty Saty Raghavachary is a Senior Trainer and Curriculum Manager in the Training Department at DreamWorks Feature Animation, where he al
so wrote graphics production software for 11 years. On a part-time basis, he teaches an introductory CG course at USC, and classes on Maya (MEL/Python), RenderMan, and visual math at the Gnomon School of Visual Effects. His movie credits include Bee Movie, Shrek the Third, Flushed Away, Over the Hedge, Madagascar, Shark Tale, Sinbad, Spirit, The Road to El Dorado, and The Prince of Egypt. He was previously Software Manager at MetroLight Studios. Saty was awarded three M.S. degrees and a Ph.D. at The Ohio State University and also did postdoctoral research there. He is also the author of Rendering for Beginners: Image Synthesis Using RenderMan.
Inhaltsangabe
Part 1 - RSL Fundamentals Chapter 1 - Introduction to RSL and RenderMan Chapter 2 - RSL Details Chapter 3 - Shader Writing Process Part 2 - Shader Development Chapter 4 - Setting Up a Developing Environment Chapter 5 - Math for Shader Writers Chapter 6 - Shader Design Methodology Part 3 - Basic Shading Chapter 7 - Displacement and Surface Shaders Chapter 8 - Light Shaders Chapter 9 - Volume Shaders Chapter 10 - Imager Shaders Part 4 - Intermediate Shading Chapter 11 - Illumination loops - BRDFs Chapter 12 - Procedural Patterns Chapter 13 - Texture Mapping Chapter 14 - Raytracing Part 5 - Advanced Shading Chapter 15 - Global Illumination Chapter 16 -Beyond RSL: DSO Shadeops Chapter 17 - Anti-aliasing Index