m a y a p a t t e r n a n i m a t i o nThe animation and notes on this page explain how custom shaders written in the RenderMan Shading Language can be animated using SLIM parameter expressions. |
|
|
|
Here are all the shaders I used for the animation. Many of them look blank because they are keyed to appear and then disappear.
|
|
This shader controller shows how I keyed an offset value to move an "electric" charge up and down. The fease command eases values back and forth unlike the linear lerp command. By assigning a frame value far outside the range of rendered frames, the shader effect would never "come back" onto screen. This method allowed me to time the effects properly.
|
|
|
|
float tt = t + (float (noise(pp*freq)) * amp - 0.5) * pscale;
//outerwave
if(tt > (0.2 + offset + outerrange) && tt < (0.8 + offset - outerrange))
{
surfcolor = color (0.3,0.8,1);
}
//middlewave
if(tt > ((0.25 + range) + offset) && tt < ((0.75 - range) + offset))
{
surfcolor = color (0.4,0.9,1.0);
}
//innerwave
if(tt > ((0.4 + range) + offset) && tt < ((0.6 - range) + offset))
surfcolor = color (0.6,1,1.0);
|
|
|
|
|
|
|
|
|
|
|
Here are some basic static shaders. |
|
|
This is a full shot of the space station as seen in Maya's viewport. My final animation only shows the lower portion.
|
|
|
With my shaders that had zero opacity outside of the noise area, the shown geometry created the blast effect at the end of my animation.
|
|
|
|
|