Figure 01 shows a turntable with the most simple surface shaders. We want to add occlusion and depth to this sequence to make it more interesting. However, we want this information to be outputted in seperate sequences - that way we can control the effects of layering the footage in compositing.
Let's start with depth. Figure 02 shows a simple depth shader. Zdepth is defined from the inverse of the Renderman depth function [1 - depth(P)].
Depth outputs as a float. We have successfully declared our channel surface shader. Next, we need to declare the channel with RiSpec in .rib. |
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Figure 02: Surface Shader zdepth Channel Declared |