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Texture Mapping

Channel Selection
Using the renderman shading language the red channel of a texture map was selected and made transparent.

Texture Map
Render

Select the red channel:
red = comp(surfcolor,0)
Subtract the red values from the opacity:
Oi = color(1-red,green,blue);

The red values are subtracted from the texture map leaving areas that were red transparent, and areas that were white with only the blue and green channels visible.

Composited Image in Photoshop

(Background painting by Dutch artist Pieter Claesz, 1624.)

Maya Scene

Shader Settings in Maya

This set of sliders in Slim be used to effect the redness, blueness and greenness of a texture map, as well as, move the texture in the s and t direction.

 

Code

/* basic texture mapper */
surface
texture_mapper(	float	Kd = 1,
				s_offset = .3,
/*Offset of texture in s direction*/ t_offset = .3,
/*Offset of texture in t direction*/ redness = 1,
/*amount of redness in texture*/ greenness = 1,
/*amount of greenness in texture*/ blueness = 1,
/*amount of blueness in texture*/ switch = 0;
/*turning red transparency on or off*/ string texname = "")
/*texture to apply to object*/ { color surfcolor = color(1, 1, 1); normal n = normalize(N); normal nf = faceforward(n, I); Oi = Os; /* Use the texture function if user spe
cifies a texture file*/ if(texname != "") { surfcolor = texture(texname, s +
s_offset, t + t_offset); /*pull the colors out*/ float red = comp(surfcolor,0); float green = comp(surfcolor,1); float blue = comp(surfcolor,2); surfcolor = color(red*redness,green
*greenness,blue*blueness); /*Make the red values transparent*/ Oi = color(1-red,green,blue); } color diffusecolor = Kd * diffuse(nf); Ci = Oi * Cs * surfcolor * diffusecolor;

 





 

 

 

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                                   © 2004-2008 by Carrie Jones. All Rights Reserved.