This page demonstrates the basics of scripting shapes RenderMan scene description (rib) protocol. Writing rib files by hand focuses attention on the use of color, opacity and the fundamental concepts related to xyz coordinate system. The preliminary renders have been done using basic shading so that the geometry can be more easily seen.

Basic Shading


I played around with paraboloids and spheres, and first I created an archive file

containing one paraboloid and three spheres as "paraboloid.rib". Then I called

in the archives and rotated them to form a ballet dress like object. I called it a "cake.rib".





For this one, I used four spheres that I saved as "ribbons.rib",

then rotated them to form "fireworks.rib".





Now after we have "cake.rib" and "fireworks.rib",

we can duplicate these files in the scene.

I have also used occlusion in the following renders.



It looks visually too busy to me, so I took out the "fireworks"

and just played with the "cakes".

Since the distance between the objects and ground plane is big,

occlusion did not create any contact shadows.

Therefore I decided to create a new composition with some cakes floating

in the air, and some attaching to the ground to get more visible shadows.



Surface + Displacements + Basic Lighting

Here I used one white light, one yellow light, and one blue light.

The material of the cakes is plastic, and the shadows are raytrace shadows.


We learned about applying textures and doing displacements in class,

so I experimented with textures I downloaded from online resource.

I was amazed by how the textures played out in the scene.

They make the "cakes" look so much more interesting.

But the whole scene is way too dark, so I will need to adjust the lighting.



I added two more lights to make the scene brighter,

and also made the intensity of two lights higher.

This is without any displacement for the ground plane:


And here is my final version with textures and displacement:

See how dramatically the displacement changed the ground plane.

It makes it so much darker, and even makes the texture look different.


I was trying to do depth of field, but it was very hard for me to figure out

what to put for the f-stop and f-distance. I kept getting blurred images

that took more than 5 minutes to render. Finally, after asking around

people and searching online to see how others do it, then painstakingly

experimenting with different value combinations, I got it!


After using Depth Of Field, remember to add "Pixel Sample" to soften the blurred part of the image.


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