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We can create a material using the RenderMan Shelf or in the shop pane.
Using RenderMan Shelf
To create a material which is a Bxdf in RenderMan, we can simply click on the Surface, Marschner, or Volume tool in the RenderMan Shelf.
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Using the MAT Pane
- Create a RIS network.
- Material, PxrMaterialBuilder. Note that this node will filter out unsupported nodes
- Dive into the RIS network Material Builder (double click) and create a PxrCollect VOP.
- Dive into the RIS network and create a Bxdf VOP.
- BxDF VOP, PxrSurface to connect to the output_collect (we recommend using a PxrLayerSurface if you know you will be layering effects)
- Wire the bxdf into the Pxrcollect
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- output_collect
- Add Pattern VOP to modify the Bxdf setting.
- Wire into the BXDF
- Below we wire a PxrTexture into the Diffuse Color. We also add a PxrDisplace with a texture to the second shader slot on the out_collect. (If displacing, be sure your object has a set non-zero displacement bound)
Assign Material
To assign the material to your object, simply drag the material op path to Material.