SLIM's CORE FUNCTIONS


The Core Set of Functions

The core set of functions provided by Slim can be used to generate a wide range of shaders which utilize many different special features of Slim. These core functions generally serve one particular purpose, like creating a simple noise or a pattern. The functions by themselves are not always useful must be connected to other functions to obtain a meaningful result, but the atomic nature of functions affords a great deal of flexibility when it comes to assembling shading networks.

SHADING MODELS 

A shading model's role is to calculate the primary response of a surface to the prevailing light conditions. One more more shadingmodel functions always form the core of a surface shader.  Since this amounts to a color and opacity at every point on the surface, shadingmodels can be combined and layered in interesting ways.

Layer & LayerOptimo

  Layer many shading models together.

AdditiveFX

  Essential for building reflection effects into shaders.

Blinn

  The familiar Blinn shading model.

BrushedMetal

  An anisotropic shading model.

Cel

  A cartoony shading model.

Ceramic

  Has bright specular highlights.

Clay

  A little more fancy than Matte.

Constant

  A shading model with constant illumination.

Default

  The default shader.

DIY

  A Do-It-Yourself shading model.

Fresnel Plastic

  Supports Fresnel  reflections.

Glass   Create ray traced glass
Gooch

  An "interesting" shading model.

IBI   For use image based lighting. 
Image File    For use when you have a texture map with an alpha.
Jewel

  Specular highlites shaped like stars.

Matte

  A little more basic that Clay.

Metal

  The specular is based off surface color.

Mix

  Mix two shading models together.

Plastic

  The plastic shading model.

Swiss Army   The complete ray tracing shading model
ThinPlastic

  Light can shine through this plastic from behind.

Skin

  A skin shading model.

Velvet

  Simulates velvet.


Layer & LayerOptimo

Description: 
Layer 
A Better Layering function that supports Maya's standard layer blend modes. Since BetterLayer is a shadingmodel template, you can connect an element to another instance of Better Layer. The implications are mind-boggling!
Layer Optimo
An efficient layering template. Shaders are much more efficient when created with LayerOptimo, however "over" is the only compositing operation available. For shaders that do not require a variety of mixes, LayerOptimo is the better solution.

Add Layer
Add additional layers for connections. The first layer will be the top level of the layered shader. Lower layers will be beneath those above them.

Connection
Reorder layers with the gray "layer" icon. 
Delete layers with the "delete" icon. 
Toggle layer visibility with the check box. 
Connect a shading model from the pull-down menu.
Mix layers in a variety of ways from the "Mix" pull-down menu, shown with all various mix types on the right.


AdditiveFX

Description: A function for adding color effects to a base shading model.  Typically this is used to add reflection or refraction effects, however you can use this to, for example, subtract specular or diffuse contributions and more!"

 Base
Attach a shading model as the base.

K1... 
Controls the intensity of the effect.

Ch1... 
Three channels are provided for "additive" connections. Try connecting different reflection effects here.

Further Reference:
Shader Recipes: Reflections


Blinn

Description: Mimics the Maya Blinn shader.

Surface Color
Provides the color.
Opacity
Provides level of opacity.

Ambient Color
The color of the surface as seen by ambient lights with a directional component.

Incandescence
The color of light emitted from the surface. Note that this is just used to compute the surface itself; this has no effect on other objects in the scene.

Diffuse Coefficient
Controls the flat shading.  This is the lambertian or non-specular contribution to the shading of the surface.

Translucence Coefficient
The degree to which light from front or back is scattered at this surface.

Specular Color
Filters light coming from the specular direction

Eccentricity
Controls the spread of the specular highlight

Specular Rolloff
Controls the intensity profile of the specular highlight. Note that this also has an affect on reflection light.

Reflectivity
Controls the intensity of reflected light.  Note that the Specular Rolloff parameter affects the reflectivity of the surface as well. Typically surfaces are more reflective s the reflection angle increases.


BrushedMetal

Description: Based on Greg Ward Larson's anisotropic specular local
illumination model.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

xdir
a unit tangent of the surface defining the reference direction for the anisotropy.

URoughness
The apparent roughness of the surface in xdir.

VRoughness
The roughness for the direction of the surface tangent perpendicular to xdir


Cel

Description: Generate flatly shaded objects that look like cartoon
cel paintings.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

roughness
Size of specular highlight.

Outline Thickness
Scales the thickness of the silhouette outlines


Ceramic

Description: Like plastic, but use a glossy specular term with a more uniformly bright core and a sharper falloff. It's a nice specular function to use for something made of glass or liquid.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the glossy effect.

Roughness
Related to the size of the highlight, larger is bigger.

Sharpness
1 is infinitely sharp, 0 is very dull.



Clay

Description: Oren and Nayar's generalization of Lambert's reflection model.
The roughness parameter gives the standard deviation of angle orientations of the presumed surface grooves.  When roughness=0, the model is identical to Lambertian reflection.
 
  Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Roughness
The roughness parameter gives the standard deviation of angle of the surface orientations of the presumed surface grooves. When roughness=0, the model is identical to Lambertian reflection.


Constant

 Surface Color
Provides the color.

Opacity
Provides opacity.




Default

Description: A diffuse model that ignores scene lighting and uses a simulated light located at the camera position. This shading model can be useful in scene or model debugging.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Ambient value.

Kd
Diffuse value.


DIY

Description: A Do-It-Yourself shading model, wherein layers can be added to a base color with a defined opacity.

Base
Provides the primary color.

Opacity
Provides level of opacity.

Add Layer
Add layers to the base color. The method (+,-,x) and amount of contribution can be defined, as well as which template is attached to the layer.


FresnelPlastic

Description: The classic CG plastic with fresnel reflections of the environment.  Until you add environment lights to your scene this may look a lot like regular plastic. If you want the fresnel weighting of the reflection you must use an environment light created within Slim.

Plastic Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

Roughness
Angular size of specular highights.

KrMin
The minimum reflectivity.

Specular Color
Specular light filter

Refraction Index


Glass

Description:  Ray traced glass effects are simple to create with this function. Both reflections and refractions can be controlled.

Incandescence
Controls the amount of glow. Default is none.

Specular Tint
Adds a specular tint which can simulate everything from metalness to iridescence.

Specular Model
Pick from standard or glossy types of highlights.

Sharpness 
Sharpness controls the sharpness of the highlight associated with the Glossy specular model. 

Roughness
Controls the falloff of the specularity.

Index of Refraction
Controls the physical property that results in light bending when entering and leaving the material. When non-zero, this value also modulates the intensities of the reflection and refraction contributions so they sum to 1. Setting this value to zero results in no intensity modulation and allows you to control the inter-relationships of the reflection and refraction strengths entirely through the respective parameters. 

Two Sided
If your primitives have outward facing normals, you can speed up rendering by turning this switch off. If you are missing reflections, turn this switch on. 

Trace Set
A trace set expression indicating which collection of objects should be visible to reflections and refractions. 

Max Distance
The maximum distance to consider when calculating ray intersections. Setting this parameter to a negative number is effectively equivalent to setting the distance to infinity. (And a lot easier). 

Reflection Strength
Independently adjust the strength of the effect.

Reflection Tint
Adds a specular tint which can simulate everything from metalness to iridescence.

Reflection Samples
Control how many rays are shot into the scene. High quality blurred reflections required increased samples.

Reflection Blur
Blurs the ray traced effect by sending off rays within a cone, as measured in radians. Larger values create more blur, and require more samples. 

Refraction Strength
Independently adjust the strength of the effect.

Refraction Tint
Adds a specular tint which can simulate everything from metalness to iridescence.

Refraction Samples
Control how many rays are shot into the scene, when blurring refractions higher samples are required.

Refraction Blur
Blurs the ray traced effect by sending off rays within a cone, as measured in radians. Larger values create more blur, and require more samples. 


Gooch

Description: A modified implementation of the Gooch non-photorealistic lighting model.  This model is described in "A Non-Photorealistc Lighting Model For Automatic Technical Illustration" in the Siggraph 1998 Proceedings. Original written by Mike King.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

Roughness
Angular size of specular highights.

Alpha
Gooch cool color factor

Beta
Gooch warm color factor

B
used to construct the cool color

Y
used to construct the hot color

Specular Color
Specular light filter


IBI

Description: 
 IBI (Image Based Illumination) uses an image in the form of an environment map as a source of illumination information. This function can be used in conjunction with a global Environment Light or independent of all other lighting conditions. IBI is designed to work with HDR (high dynamic range) images.

SurfaceColor
The coloration of the surface.

SurfaceOpacity
The surface opacity. 

Luminosity
The degree to which the surface color appears independent of lighting conditions.

Light Source
Select between an environment light or environment map for the source image. To use an environment light, attach it to objects or name it "world" to have a global effect. One environment light can effect many different shaders. For environment maps, enter the name of the particular map below.

Environment Map
Enter the name of the image for use as the environment. This will be used only if the "Light Source" parameter is set to "Environment Map."

Coordinate System
The coordinate system used to access the environment map. 

Diffuse Texture Filter
Filter of diffuse effect.

Reflection Texture Filter
Filter of reflection effect.

Lerp
Enable to smooth the transition between resolutions.

Reflection Blur
The amount of blur for the reflection.

Min Reflection
The minimum reflectivity of the surface. If your refraction index is non-zero, the reflectivity of a point on your surface will take on this value when looking down the surface normal.

Max Reflection
The maximum reflectivity of the surface. If your refraction index is non-zero, the reflectivity of a point on your surface will take on this value when looking perpendicular to the surface normal.

Refraction Index
Describes the material properties that govern the manner in which reflectivity changes with the acuteness of the angle between viewer and surface normal. If you set this value to 0 this phenomenon will be ignored and the surface will be uniformly reflective.

Reflection Coloration
Define the coloration for reflections.

Coloration Weight
The degree to which the effects of the coloration are applied.

Diffuse Blur
A value used to blur the image map. Higher values increase the "roughness" of the surface. 

Diffuse Strength
The contribution of the environment map in the direction centered on the surface normal. Generally diffuse light should be extremely blurred.

Diffuse Coloration
Define the coloration of the diffuse values..

Coloration Weight
The degree to which the effects of the coloration are applied.

Shadows
Controls shadowing effects. Shadows can come from standard direct lightsources. Direct light shadows are very efficient, but may inaccurately represent real shadowing in your scene. Indirect shadows are accurate, but can be quite expensive or, alternatively, noisy. For efficiency, you should use light links to limit the number of lights associated with IBI surfaces. If you require indirect shadows, you can speed up the shadow tests by specifying a trace subset and a maximum distance.

Shadow Filter
Takes a value for the colorization of the shadows.

Indirect Shadow Samples
When selecting indirect shadowing, this controls the quality versus speed tradeoff. More samples is slower but reduces noise artifacts. 

Trace Subset
Controls which objects participate in Indirect shadow generation. 

Max Distance
Specifies the maximum distance to consider when looking for Indirect shadows. Setting this distance to a negative number causes the renderer to consider intersections at any distance. 

For More Information:
See the tutorial -- IBI -- Image Based Illumination


Image File

Description: 
Access to an image file with an alpha channel.

File 
Choose an image file.

Associated Alpha 
If the alpha channel of your image file has an alpha that was computed with the color it is said to be associated. If the alpha channel contains an un-associated alpha, this switch will cause the color value to be premultiplied by the alpha value.

Opacity Mode
Choose between Normal and Stained Glass. If you are creating ray traced shadows through a semi-transparent colored object, switch this parameter to Stained Glass. 

S Filtering 
The amount to overfilter in the S direction.

T Filtering 
The amount to overfilter in the T direction.

Lerp
Selects whether to interpolate between adjacent resolutions of a multi-resolution texture in order to smooth the transition between resolutions. 

Mainifold 
Select an appropriate manifold.




Jewel

Description: Simulate jewel-like light interaction.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Incandescence

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

Metalness
Increasing Metalness causes the specular color to move from the value of the Specular Color parameter toward the underlying Surface color.

Roughness
Angular size of specular highights.

Specular Color
Specular light filter


Matte

Description: The classic lambert shader.

SurfaceColor
Provides the color.
SurfaceOpacity
Provides level of opacity.
Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution


Metal

Description: The classic CG metal. Simulates the look of a rough metalic surface. Most believable when used with environment lights.

Surface Color
Provides the color.

Opacity
Provides level of opacity.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

Roughness
Angular size of specular highights.


Mix

 inputA
Connection for first shading model.

inputB
Connection for second shading model.

mixpct
Amount of mixing. Connecting an image or procedural function here can give a high degree of control over the mix.


Plastic

Description: The classic CG plastic.

Plastic Color
Provides the color.

Opacity

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
Multiplier for the specular light contribution

Roughness
Angular size of specular highights.

Specular Color
Specular light filter


Skin

Description: A shading model that should have a visual appearence generally similar to that of skin. Based on phenomenological information about skin reflectance from Hanrahan and Krueger, "Reflection from layered surfaces due to subsurface scattering", proceedings of Siggraph 1993. Based on the work of Matt Pharr.

SkinColor
Provides the surface color.

SheenColor
Provides the color of sheen.

Opacity
Defines the opacity of the surface.

Ka
Set the ambient value.

Kd
Set the diffuse value.

Ks
Set the specularity.

Thickness
Adjust the simulation of skin thickness. More thickness, the more the light will caught by the skin. 

eta
Control the amount of skin sheen.



Swiss Army

 Description:  Swiss Army is well suited for many ray tracing needs: reflections, refractions, sub-surface scattering, indirect illumination, caustics, etc. That's why it's called Swiss Army; it's got it all. Notice you only pay for the extra ray tracing functionality when you need to. If the intensity of a particular ray tracing operation is set to zero, no ray tracing for the operation will occur. If the intensity of a ray traced parameter is set above zero then that effect will be evaluated. That way you can create reflections via tracing, but you don't pay for any other computations like refractions, indirect illumination, etc.  

Surface Color
Set the surface color

Opacity
Set the opacity

Incandescence
Controls the amount of glow. Default is none.

Ambient Strength
Controls the effect of ambient scene lights

Diffuse Strength
Controls the effect of direct lights on the diffuse channel, Kd.

Diffuse Filter
Add additional effects to the diffuse values

Specular Strength
Controls the intensity of highlights on the surface.

Specular Filter
Adds a specular tint which can simulate everything from metalness to iridescence.

Metalness
Higher values increase "metalness" which means specular highlights will be filtered throught the surface color. Plastic objects tend to have white highlights.

Roughness
Controls the falloff of the specularity.

Reflections & Refractions
These are some typical parameters that control ray tracing from a generic shader's perspective. 

Two Sided
 
If your primitives have outward facing normals, you can speed up ray tracing by leaving this switch disabled. If you are missing reflections, turn this switch on. 

Max Distance
The maximum distance to consider when calculating ray intersections. Setting this parameter to a negative number is effectively equivalent to setting the distance to infinity. (And a lot easier, heh.) An appropriate Max Distance setting can significantly speed up a scene by only doing as much work as needs to be done. Those rays that don't hit anything can reference an environment map. 

Environment Map
Add an environment map which will be used when a ray doesn't hit anything. 

Index of Refraction
You can make the index of refraction different for reflections and refractions. For the physically correct result, set these two parameters to the same value.

Strength 
When set to zero no tracing occurs. This parameter controls the intensity of the reflection. Different functions can be added here (such as a fractal function) to create interesting effects.

Reflection Filter
Filter reflections through this color. Good for creating metallic objects and other interesting looks. 

Blur
You can create interesting effects by blurring reflections. Increase this setting to get more blur, or connect a function here for special effects. Remember when creating blurry reflections you'll also want to increase the "Samples" parameter to at least 4. Larger blurs require more samples.

Samples 
For use with blurry reflections. Controls the amount of rays sampled at any given point. Higher samples increase the quality of the blur, but render slow, appropriate for final quality. Lower samples render faster and are useful for preliminary images. 

Trace Set
Trace Sets can be used to define what objects a shader will consider for ray tracing calculations. Careful use of Trace Sets can not only be extremely efficient, it can also be used for special effects, by specifying which objects are visible to any given collection of objects. Manage Trace Sets using the familiar Maya sets, with an added Trace Set attribute. 

Refractions
Refractions are like reflections only gathered from a different direction. The parameters provided for reflections are also available for refractions and can be indepedently controlled.

Sub Surface
These parameters control subsurface scattering effects. This method takes a brute force approach. You have been warned.

Strength
Control the strength of the effect. Set to zero for no ray tracing to occur.

Filter
Filters the color of the effect

Density
A control describing transport of light through an object and limited by the range defined by Max Distance. This has an exponential effect.

Max Distance
A control for the overall depth of an object. Increasing this value increases how for light penetrates an object. This value is measured in world units. 

Trace Subset
Trace Sets can be used to define what objects a shader will consider for ray tracing calculations. Careful use of Trace Sets can not only be extremely efficient, it can also be used for special effects, by specifying which objects are visible to any given collection of objects. Manage Trace Sets using the familiar Maya sets, with an added Trace Set attribute. 

Samples 
Controls the amount of rays sampled at any given point. Higher samples increase the quality of the blur, but render slow, appropriate for final quality. Lower samples render faster and are useful for preliminary images. 

Blur
The default "1" is probably a wise setting for this effect. Larger blurs, like "1," require more samples. 

Indirect Diffuse
Connect an indirect illumination function here to enable indirect illumination calculations.

Caustic Strength
Multiplier for the caustic light contribution.

Caustic Filter
Filter for the caustic light contribution.


ThinPlastic

Description: A simple thin plastic-like BRDF. We call it thin because it includes a transmisison component to allow light from the back of the surface to affect the appearance. Typical values are Ka=1, Kd=0.8, Kt = 0.2, Ks=0.5, roughness=0.1.

Surface Color
Provides the color.

Opacity
Provides the opacity of the surface.

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Kt
Multiplier for the amount of light the thin plastic lets through.

Ks
Multiplier for the specular light contribution.

Roughness
Related to the size of the highlight, larger is bigger.



Velvet

Description: An adaptation of S. Westin's velvet: An attempt at a velvet surface. This phenomenological model contains three components:
- A retro-reflective lobe (back toward the light source)
- Scattering near the horizon, regardless of incident direction
- A diffuse color

Velvet Color
Provides the color.

Opacity

Velvet Sheen
Color of retroreflective lobe and horizon scattering

Ka
Multiplier for the ambient light contribution

Kd
Multiplier for the diffuse light contribution

Ks
controls retroreflective lobe

Roughness
shininess of fabric (controls retro-reflection only)


 


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