One of the CLS members said I should charge for this article, but instead I still posted this for free. So remember to feel grateful when you continue to read this!

(just kidding!)

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I used to make a very simple renderer in sop wrangle, and after the release of Copernicus in H20.5, I realized that I could manipulate pixels directly in a cop wrangle.

Didn’t really read any renderer theories. Most of these are figured out by myself, because I have a few years of sketching experience, and I know how dot product and some other math functions works.

Why do I do this? Because it’s fun of course!

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Direct Light

Simply 2 lines of codes are enough to make a raw direct lighting effect.

The position of the point can be the direction that sunlight comes in, and just dot it with normal we’ll get the product of raw lighting.

I’ve introduced dot product here so I’ll skip it now.

Robin’s Guide Deform

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//direction of direct light
vector dir = normalize(point(1, "P", 0));

//calculate the included angle of light and normal
@C = clamp(dot(@N, dir), 0, 1);
@C = lerp(@C, {1,1,1}, @emission);

Point Light