Procedural Renderman

Howdy folks!

I’ve been working on layered textures in Renderman using non-UV dependent shading networks. I’m pretty pleased with the tests so far.

Basically, I’m using geometry-dependent shaders to create one network that pulls custom primitive color variables to drive color, specular, specular bump, etc. The learning curve is steep, but well worth the effort.

I’ve thrown in some subtle custom OSL nodes for fun, too.