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c++ shader writing - transition from RenderMan to Arnold

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Message 1 of 5
mkesson4VQY4
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c++ shader writing - transition from RenderMan to Arnold

I am transitioning from writing Pattern plugins for RenderMan to writing shaders for Arnold. I have made some progress but I badly need to find example c++ code to help me development my skills. Is there a download site where I can get sample shader code, examples of how to write procedural plugins etc?

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Message 2 of 5
mkesson4VQY4
in reply to: mkesson4VQY4

Message 3 of 5

Those are ancient. Instead, check out the SItoA source on https://github.com/Autodesk/sitoa



// Stephen Blair
// Arnold Renderer Support
Message 4 of 5
mkesson4VQY4
in reply to: mkesson4VQY4

Thanks Stephen. A very good resource.

Message 5 of 5
mkesson4VQY4
in reply to: mkesson4VQY4

Thank you Stephen. When a shader is built and loaded by Hypershade it has Out Color and Out Transparency as its outputs. I think I am correct in saying that only one of the AtParamValue members can be assigned a value. For example,

sg->out.RGB() = AtRGB_value;

or

sg->out.FLT() = float_value;

My question is how does a shader assign RGB values to BOTH Out Color and Out Transparency? Finally, have any detailed docs been published that explains the nitty gritty of shader writing?

Many thanks for you help.

Malcolm

Savannah College of Art and Design

Savannah

Georgia

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