After I finished work on "Star Trek IX - Insurrection", I was, for a lovely instant, unassigned at work (VIFX - Los Angeles) to any particular task. I took advantage of this time period to learn a bit about Pixar's RenderMan(tm) product, and about volume shaders in general.
Looking for a good, simple-yet-representative target image to render, I settled initially on a seemingly straightforward cloud. Clouds are necessarily volumetric in their colour as well as their lighting models. Their shape, while fractal in nature is amorphous enough to be forgiving if I settled on a relatively simple density function. Within fairly broad bounds, pretty much any shape object will do, as clouds may seem any shape.
The following images start with Figure 1. which is the
latest image I have generated. It was created by a port of my previous
RenderMan work to the Houdini VEx language, from Side
Effects Software (the choice of seriously procedurally-minded 3D digital
artists). After that, the images go back to the start of my initial
RenderMan work, and show some interesting stages in the development of
this final shader set. In none of the following images is any traditional
primative-based geometric representation passed to the renderer.
All of the shapes rendered are defined in the shader as abstractly represented
density functions. In each image, a single polygon which exactly
fills frame is used to trigger the shader call, and everything else happens
in the shader.
Figure 1. "VexCloud.jpg" - The final cloud image.
Note the self shadowing,
rim lighting, and "God-Rays" effect of the lighting
model.
Click here for a .mpg file
of the Vex Animation (3.2 Mb)
Figure 2. "Volume_17.jpg" - An early volume test.
Click here to download a .mpg
file (301 Kb)
Figure 3. "ColourEgg.jpg" - An early attempt
to find and colour a spheric
density function isosurface
Figure 4. "ShadowLumpy.jpg" -
An early self-shadowing render.
Figure 5. "Stereo_2.jpg" - With the self-shadowing
roughly working, and a lighting model in place, I tried a stereo pair.
Click here to download an .mpg
file (646 KB)

Figure 6. These are early tests of the Gradient
Decent method for finding
isosurfaces on the Left, and the Stochastic method
on the Right.

Figure 7. Another refinement of the above in
Figure 5. Additional level of noise.
Figure 8. "Stereo_Anim.jpg" - Frames from an
animation rendered in stereo by the stochastic method.
Click here to download a .mpg
file. (1 Mb)
Figure 9. Texture map lookup
added for colour.
Figure 10. "Cloud_Development.jpg" - Frames
from an animation using the
Stochastic method to animate a density function developed
to simulate the
evolutionof a cloud.
Click here to download the
.mpg file (2 Mb)