Overview

Shader Management
Any RenderMan shader can be easily imported and organized into Slim palettes. Slim can be used to attach RenderMan shaders directly to Maya objects, and this information is saved with the Maya scene file. Palettes and their contents can be saved in the Maya file, or referenced as an external resource.

Interactive Shader Generation
As an interactive tool, it is possible to generate a broad range and number of the highest quality procedural shaders using Slim, without writing a line of code. Shading networks can be constructed visually, in a graph editor. Shaders may also be layered and any parameter can be linked to a variety of other functions, image files, TCL expressions, or even arbitrary Maya attributes.

Scriptability
Through the use of Slim's console, repetitive tasks can be automated since everything done interactively in Slim is also scriptable, using tcl procedures. These tcl procedures can also be called directly by MEL scripts. 

Extensibility
Slim comes with an extensive set of core building block functions, but was truly designed for extensibility. Using the RenderMan shading language, custom templates can be authored that plug right into Slim .



Slim Concepts

An appearance is an entity that controls all or some aspects of the visual appearance of objects in your scene.   Ensembles, shaders, Looks, functions, RIB Boxes and Map Generators are all Slim appearances.  Appearances are referred to in a RIB file with a sequence of RIB statements which we'll call a RIB Box.  At the core of the RIB Box generated by a shader is a  RenderMan shader directive - something like: Surface "plastic".  In this example, plastic is the name of the Surface shader.  Since we can use the plastic shader to create a myriad of plastics of various colors and shininess we make a distinction between shaders and shader instances, or even better: masters and instances.

A palette is a collection of appearances.  You can have any number of palettes open simultaneously and each palette can contain sub-palettes. Using the 
Palette Editor you can create and import appearances and organize your appearance collection.  Palettes can be stored as external .slim files and can be encapsulated for storage within, for example, a Maya scene file.

A function is a kind of appearance that supports interconnectivity and custom shader generation.  One function can be connected to any number of parameters from other functions and a  set of interconnected functions can be viewed as a graph to understand their relationships. Functions are categorized by their type and certain function types can be attached to objects in your scene.  To render a function, Slim converts your network of connected functions into a RenderMan shader.

A parameter is an individual control within an appearance.   Usually an appearance is comprised of between 2 and 20 parameters and these parameters come in various flavors: colors, texture names, vectors, etc.  You can set the value of a parameter with interactive controls like: the Color Picker, the File Picker, sliders, menus, etc.   You can also enter a TCL expression to determine the value of a parameter procedurally.   Certain parameters of functions can obtain their values from another function.

The Appearance Editor allows you to edit the parameters of an appearance.  Use this editor to control the values or the value providers for the parameters of an appearance.

A template is a special kind of function used to generate functions.  Templates live in .slim format files and are usually loaded when Slim is launched.  Slim comes with a rich collection of templates and programmers are encouraged to extend the set.

Most of Slim's internal state can be queried and edited procedurally.  The Console can be used to probe the internals of Slim's TCL interpretter. You can write and execute TCL scripts using Slim's object oriented scripting support and your scripts can do everything from creating and importing appearances to changing the way all texturemaps are referred to in your palette.

A Workspace describes the global environment in which MTOR and Slim operate.  We use a workspace file to hold settings that pertain across multiple scene files and that it's convenient to modify independently.  The workspace settings define the output locations of various MTOR and Slim resources and also control the searchpaths for resources that are referred to with relative pathnames.  The Workspace Editor is used to modify the workspace settings or choose a new default workspace file.

The Preferences Editor lets you edit standard preferences governing user interface and other operational settings. 
 


 

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