Showing posts with label shading. Show all posts
Showing posts with label shading. Show all posts

Wednesday, February 6, 2013

Renderman Images

For this assignment, we were asked to play around with Renderman and make some changes to a given image. One image was to display changes of the different attributes of the initial image, and the other image was to change the shaders (downloaded & modified, or a shader of your own).

On the attribute-change image, I changed the color of the plastic ball, spread out the wooden pattern with less roughness and more ring-scale, and increased the brick-width and mortar thickness of the brick floor.

For the image with new shaders, the wall is a stucco shader from the shader repository, in which I inverted the displacement of the stucco giving it a more cement-like feel. The ball is shaded with "funkyglass", which I changed to have a more transparent feel, darker edges, and more colors; resulting in a oil-bubble like image. The shader on the bottom was one I wrote myself, using the noise function to mix between an opacity value and a given color. 

Attribute Changes on original image
Shader changes on original image


For the extra assignment, we were to make a separate image and different shaders. The below is my submission of the Towers of Hanoi. For this submission, I used the provided "plastic" and "wood2" surface shaders, and modified some of their attributes. I also retrieved a "superplank" surface shader for the floor and "KMPuffyclouds" for the sky. I then also created my own "grass" displacement shader, and added my "coals" shader from the above shader image in a green color to make a better grass effect.

Towers of Hanoi

Tuesday, January 15, 2013

Ray Tracer Part 4 - Procedural Shading

For this assignment, we had to add a pattern/texture to the floor of the scene. At different points of intersection, the floor is now different colors.

Initially, the pattern was a checkered Red/Yellow floor, as shown below:


Afterwards, as an "extra", I added another pattern. Now the pattern on the floor is a diagonal, as shown below.

I also allowed for an easy way to make the stripes and grid go at smaller and larger sizes, as shown below.



Thursday, January 10, 2013

Ray Tracer Part 3 - Shading

Phong Illumination on Scene

The purpose of this assignment was to implement the Phong Illumination model in the ray tracer assignment. In this picture there are 3 light models (format: (r, g, b, intensity)):

ambient ( 1, 1, 1, .2 ) 
diffuse ( .4, .4, .4, 1 ) 
specular ( 1, 1, 1, 1

For an "Extra", I implemented another Light Source. 

To show the differences with the different light sources and experiment with colors, I made the spheres an off-white (0.9, 0.9, 0.9). The Normal light source is the same as the light source above. The new light sources have the following model specifications: 

Red Light 
specular ( 1, 0, 0, 1 )
diffuse ( 1, 0, 0, 1)

Green Light
diffuse ( 0, 1, 0, 1 )
specular ( 0, 1, 0, 1 )

Blue Light 
diffuse ( .1, .1, 1, 1 )
specular ( .1, .1, 1, 1 )
3 light sources, Red, Green, and Blue
Red and Normal light
Blue and Normal light



Red and Blue, with Normal Light


Wednesday, January 2, 2013

Ray Tracer Pt 3 : Basic Shading


Phong Illumination / Shading

The purpose of this assignment was to implement the Phong Illumination model in the ray tracer assignment. In this picture there are 3 light models (format: (r, g, b, intensity)) ambient(1, 1, 1, .2), diffuse(0, .3, .3, .6), and specular(1, 1, 1, 1).

For an "Extra", I implemented another Light Source. 

To show the differences with the different light sources and experiment with colors, I made the spheres white. The new light source has the following model specifications: specular(0, .4, .4, 1) and diffuse(.4, .4, 0, 1). The first image is both light sources, and below that are each light source alone.

Both Light Sources
Light Source #2
Light Source #1