Tag Archives: renderman

How to render a normal map

A poster to the Rhino newsgroup recently asked for an easy way to render a normal map based on a model in Rhino.  This simple surface shader can be used to render such a tangent-space normal map with Air: surface … Continue reading

Posted in Shaders | Tagged , , | Comments Off on How to render a normal map

Adding an occlusion pass

Air’s surface shaders provide a consistent set of output variables for common rendering passes such as diffuse, specular, reflection, and per-light channels.  Any or all of these values can be saved during a single invocation of the renderer, either to … Continue reading

Posted in Passes | Tagged , , , | Comments Off on Adding an occlusion pass

Visualizing procedural bounding boxes

Procedural primitives are a powerful mechanism for efficiently rendering complex scenes.  In a scene file a procedural primitive is defined with the Procedural RIB command: Procedural “type” [arguments] [minx maxx miny maxy minz maxz] The array of 6 floats at … Continue reading

Posted in RIB Filters | Tagged , , , | Comments Off on Visualizing procedural bounding boxes