This is an ongoing project. Please check back for new developments.



Building A Color Map



Because Renderman traces rays from the camera, rather than from the object,
a simple Ci lookup is not an option. To compensate the renderer will need to
develop an accurate map of where light arriving at the camera through the
refractive material comes from by shooting several sets of 'colored' rays
from the camera, and mapping where they strike, interpolating between the
sample sets. Renderman's internal gather function will be at the heart of
this process.

Each 'color' will be bent by a different index of refraction based on the color's
corresponding wavelength and derived from a Sellmeier equation for
the material. My current plans involve 13 ray sets corresponding to the
outliers and midpoints of six basic colors: red, orange, yellow, green, blue, and
violet. The ray map, shot from a light, instead of a camera, may also be able to
form the basis of a chromatic caustics tool (for a rainbow from a prism,
for example.


			


Comparing the Map to the Object's Color Value



The map will then be compared to the apparent color of the surface (the Ci
value). Where the values match, the color will be rendered in the apparent
position from the camera's POV of the outgoing ray.


			


Artist Inputs



Proposed Artist Inputs:
-Effect Intensity
-Effect Spread Multiplier
-Preset Menu (for a variety of materials)‏
-Fresnel Index
-Spline-Based ior Input
-Sellmeier Equation ior Input