| This work will demonstrate the ability to get a high resolution close up quality by adding several features to create a material using Renderman. |
Final Render |
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The Final result using Renderman. See below to see how this effect was achieved. |
Original Palm With Generic Material |
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This is the original palm. It has a simple blinn material with a small amount of translucency applied in Maya. |
Color Ramp |
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First i built a color ramp that the colors could be controlled by the artist in Maya. Using the spline function.
surfcolor = spline (t, baseColor, frontColor, tipColor); |
Lines on the Leaves |
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I added what will be the veins using smoothsetep I also added intensity control to the veins so they can be made lighter or darker.
float ss = mod(s * veinFreq,1); varying float stripes = (smoothstep(0.2,0.25,ss) - smoothstep(0.75,0.8,ss)) * veinIntensity; |
Break up the Specular |
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I Multiplied some noise into the specular color to break up the highlight to make the plant look la little rougher.
float specNoise = noise (s * noiseFreq, t * noiseFreq) * noiseAmp; speccolor = Ks * specular(nf, i, roughness) * hilitecolor * specNoise;
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Adding Bump |
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I added bump to add some slight texture to the plant. Both the frequency and the amplitude are adjustable.
float bumpNoise = noise (s * bumpFeq, t * bumpFeq) * bumpAmp; N = calculatenormal(P + normalize(N) * bumpNoise * Km); |
Apply the Shader to The Plant |
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I applied the shader to the plant in maya and adjusted the color ramp by adding more of the colors I wanted to see.
surfcolor = spline (t, baseColor, baseColor, frontColor, frontColor, frontColor, frontColor, frontColor, tipColor, tipColor, tipColor, tipColor, tipColor, tipColor, tipColor); |
Translucency |
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In order to test the translucency of the shader I made the front color red and the back color blue. The result is the translucent areas are purple. Translucency is added with this code:
color diffuseFront = diffuse(nf); color diffuseRear = diffuse(-nf); color diffuseTotal = (diffuseFront * frontRamp) + (diffuseRear * translucency * backRamp - stripes); |
Final Shader |
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Over all I am happy with the resulting shader. It is fairly customizable allowing the stripes, the colors, and many other things to be changed in Maya by the artist. I however was not able to get the veins/stripes to run the full length of the leaf. I thought it was a uv problem but when I made new UVs it had the same kind of problems. I also would like to be able to add the ability to adjust the colors weight in the ramp in Maya. I also seemed to loose my bump effect when the translucency was added.
Click Here to see the entire shader code. |