Assignment #3: Procedural Shading
For the foliage image...
Both an ambient and point light source were used. The
point light accentuates the curvature of the leaves. The modeling
was performed in Maya, using nurbs.
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Leaf Shader - Uses plastic.sl
as base. High values were used for shininess and roughness ( to give
glossy reflection ). The color was made by combining a true green,
with a greenish yellow according to a low frequency noise function.
The groove down the center of each leaf was created by using a pulse function.
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Branch Shader - The color of
the branch is determined by applying noise to only the "s" direction.
This gives lines that follow the length of the branch.
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Branch Displacement Map - Using a similar noise function
that was used to determine the color of the branch, small grooves are made
down the length of the branch. BMRT does not directly support true
displacement mapping, so a special call to one of their functions is needed.
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Background Shader - Primarily
a borrowed shader (based on greenmarble.sl) with some color changes and
some additional light color added to make a blue marble.
Some Close-ups:
Susan Fisher
sfisher@cs.unc.edu