Slim for Renderman

In my endless efforts to develop a sockmey-Twilight Zone series I’m forced to learn the inner workings of Renderman’s Slim. Before this I really didn’t have much experience building shaders, but from what I’ve read, this shoooould give me more control with faster render times.

In my efforts to learn it I’ve come to this conclusion: the Internet doesn’t know JACK about Slim. After a couple days of screwing around with it I’m starting to get the hang of it.


Creating bump maps and metals is cake; however, subsurfaces are still giving me a little trouble. It’s also really easy to add dirt and grime into a shader network.

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I think this might give me the flexibility to create stop-motion looking characters.

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This one played with using a couple images as overlapping color masks. It seems like it might lend itself well to adding both warmth and chill to skin for the squishy flesh and rigid bone areas.


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