RenderMan Displacement Shader

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Global Variables

The following table lists the set of global variables that can be used by displacement shaders.

Name Type Storage Description
P point varying Displaced surface position (output)
N normal varying Displaced surface shading normal (output)
 
P point varying Surface position
dPdu vector varying Change in surface position along u
dPdv vector varying Change in surface position along v
N normal varying Surface shading normal
Ng normal varying Surface geometric normal
I vector varying Direction of ray stricking a surface point (from the camera)
E point uniform Position of the camera
u,v float varying Surface parameters
du,dv float varying Change in surface parameters
s,t float varying Surface texture coordinates
ncomps float uniform Number of color components
time float uniform Current shutter time
dtime float uniform The amount of time covered by this shading sample.
dPdtime vector varying How the surface position P is changing per unit time, as described by motion blur in the scene.

Geometry of Shading

Displacement shaders alter the smoothness of a surface. Unlike bump mapping which mimics the appearance of bumpiness by reorientating surface normals, RenderMan's displacement shading technique genuinly effects the geometry of a surface. Generally a displacement shader 'pushes' or 'pulls' each point on a surface parallel to the surface normal, after which it recalculates the normal so that any surface shader that has been 'attached' to the geometry can assign the appropriate lighting effects.

         N
         ^                    
_________|_________
           
                N 
         ____  /  
        /    \/
_______/      \______


The displacement shader environment is very similar to a surface shader, except that it only has access to the geometric surface parameters. It computes a new P and/or a new N. In rendering implementations that do not support the Displacement capability, modifications to P will not actually move the surface (change the hidden surface elimination calculation); however, modifications to N will still occur correctly.

Examples

The examples below are taken from RManNotes' Writing RenderMan Shaders.

You can download the source files used to generate pictures below, modified to work with Aqsis, here: k3d.sourceforge.net/wiki-data/aqsis_rmannotes_displacement.tar.gz .

The RIB file uses a RenderMan sphere because it has automatic mapping coordinates. If you try with a polygonal primitive or any other mesh, you'll get unexpected results: K-3D doesn't automatically set texture coordinates for them.

disp1.1.sl : Image:aqsis_rmannotes_displacement_1_1.jpg

displ.2.sl : Image:aqsis_rmannotes_displacement_1_2.jpg

displ.3.sl : Image:aqsis_rmannotes_displacement_1_3.jpg


#include "rmannotes.sl"

displacement disp1_1(float freq = 5, Km = 0.01)
{
  float surface_mag, layer_mag;
  float ss, tt;
  float fuzz = 0.05;

  /* background layer */

  surface_mag = 0;

  /* rotate & repeat layers */

  rotate2d(s, t, radians(45), .5, .5, ss, tt);
  ss = repeat(ss, freq);
  tt = repeat(tt, freq);

  /* layer 1 */

  layer_mag = pulse(0.35, 0.65, fuzz, ss);
  surface_mag += layer_mag;

  /* layer 2 */

  layer_mag = pulse(0.35, 0.65, fuzz, tt);

  surface_mag += layer_mag;
  /* surface_mag = max(surface_mag, layer_mag); */ /* disp1_2 */
  /* surface_mag = max(surface_mag, layer_mag) + layer_mag; */ /* disp1_3 */

  /* displace */

  P += Km * surface_mag * normalize(N);
  N = calculatenormal(P);
}

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