Renderman shading language
Pradeep Garigipati


Ci = mix( color(1,0,0), color(0,0,1), mod(floor(s+sin(2*t*PI))+floor(t+sin(2*s*PI)),2));


Ci = mix( color(1,0,0), color(0,0,1), mod(floor(s+noise(2*t*PI))+floor(t+noise(2*s*PI)),2));


Ci = mix( color(1,1,0), color(0,1,1), mod(floor(5*(s+noise(2*t*PI)))+floor(5*(t+noise(2*s*PI))),2));


Displacement shader to form scales
Shaders: Scales shader & Scene RIB Archive
Shader parameters: Scale height; Scale width; Scale thickness & Scale bend angle.


Scale Bend Angle = 40 degrees;
Torus surface shader: surface is gray and the more a point moves
along the scale towards its tip, the greener it will be.


Scale Bend Angle = 60 degrees
Ball surface shader is simpe matter shader.


Scale Bend Angle = 80 degrees
Ball surface shader is simpe matter shader.