Shading TD

Most of the work that I have done as a shading TD is maintaining a monolithic "Uber" shader at RSP.

Using this single shader which was inherited from a previous show, it is able to support a number of BRDFs controlled with a wide variety of painted textures.

As well as the uber shader, I have been able to quickly react to urgent requests from composting and lighting artists.

The primary tool has been a texteditor and a comprehensive BRDF library.

I feel very comfortable with all aspects of the Renderman Shading Language.

This knowledge transfers well into Mental Ray, but I have has less expereience with Mental ray

  • surface shaders
  • light shaders
  • volume shaders
  • texture bakes
  • brickmap and point cloud bakes
  • displacement shaders