RenderMan & RISpec >> ANN: AIR 8.0 Introduces Shader-based Procedural Modeling

by Scott Iverson » Fri, 19 Dec 2008 03:57:19 GMT

SiTex Graphics is pleased to announce the release of AIR 8.

Highlights of the new release include:

- Procedure shaders: generate new primitives on-demand at render time

- Instancer shaders: create new geometry based on an existing
primitive

- New 3D texture & point cloud features

- AIR Show 3.0

- Vshade 2.0

- Massive Agent Light Tool

- More efficient rendering of large point sets

- Render points as disks or oriented patches

- Render curves as tubes

- Enhanced geometry export

- Easy command line rendering of frame sequences

- New documentation and examples for Procedural primitives

More information and a free demo can be found on the SiTex Graphics
web site:

www.sitexgraphics.com

Regards,

Scott Iverson
SiTex Graphics

Features:
Fast Scanline Rendering - Ray Tracing - Multithreading -
Programmable Shading - Global Illumination - Motion Blur -
Depth of Field - Displacement - Subdivision Meshes - Blobbies -
Trimmed NURBs - Curves - Particles - Area Lights - Caustics -
Texture Mapping - Shadow Mapping - Automatic Meshing -
Procedural Geometry - Level of Detail - Ambient Occlusion -
RIB compatibility - Distributed Rendering with Vortex -
Image-Based Lighting - High-Dynamic Range (HDR) Input and Output -
Subsurface Scattering - Toon Rendering and Illustration -
Volume Rendering

Similar Threads

1. ANN: AIR 4.1 & AIR Space Interactive Shading and Lighting Tool - RenderMan & RISpec

2. translate Shader from assemble based program to GLSL based program

hi all,

I need to translate a shader program written in assemble language to
GLSL language. I am not familiar with some instructions of assemble
language. Would you please be kind to show me what are the
correspondence expressions in GLSL for the following lines? Thanks a
lot! James

MULC temp, temp.r, temp.g;
IF LE.x;

MOVC temp.x, 0.0;

SEQC weight.r, weight.r, 3.0;

MAD_SSAT grad.rgb, tex, 2.0, -1.0;
NRM_SSAT grad.rgb, grad;

SNE temp.rgb, grad, 0.0;

DP3_SAT temp.a, lightVec, grad;

LRP pos, temp.b, pos, prevPos;

3. ANN: AIR and BakeAIR 3.0 - RenderMan & RISpec

4. Procedural scratch shader??

Has anyone ever done a shader for procedural scratches, i.e. lots of random, long thin lines?

I'm having trouble writing one. At the moment I'm using a cell-based approach: generating a point and a direction in each cell in 3d, then intersecting the plane they describe with the surface. Problem is this is aliasing really badly, and the fact that I'm using infinite planes is problematic.

If anyone could give me any pointers it would be much appreciated!

Thanks,

Anders

5. Procedural texture/pattern using renderman shaders - RenderMan & RISpec

6. ANN: AIR 2.6

7. ANN: AIR 2.9 - RenderMan & RISpec

8. ANN: TweakAIR and AIR 3.1