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NOTE: We used two late days on this assignment.

RenderMan Shells page for CS184-de and CS184-dd


Picture of Shells
shells.jpg

The same picture of shells except with indentions for water drops instead of bumps. - simple2.jpg


What am I supposed to be looking at? (or Picture Basics)

The shapes of the shells were made by rotating and scaling toroids. Toroids have the advantage of being hollow in the middle, so the entrance to the shell looks more realistic. In addition, toroids have a great segmentation effect which adds character to the shells. Using a spot algorithm we programmed, we put a green line on the segments of the yellow shell, and colored half of each of the purple shell's segments a darker color. Though not as flashy as using a texture map, we felt using an algorithm would be different and more personalized. The water drops on the shells (which could be mistaken for warts :-) were made using a different algorithm. The drops algorithm placed the drops without using individual segments' coordinate systems, so that they could be randomly placed and look continuous from one segment to another. The background is just a marble colored plane placed behind the shells. It gives the shells an important, museumish look.

How did you do that? (or A Technical Description)

Making the yellow shell...

Making the purple shell...

What the spot shader does (and why it doesn't look like a spot)...

What the displacement shader does...


Sources for the shells.jpg picture:


Joshua Cantrell, CS184-de. CS184 Spring 97.