Project with seashells that are procedurally generated with a python script based on a formula by Deborah Fowler. This is then implemented in Houdini and rendered with Renderman. The beauty and caustics layers are rendered in Renderman. All of the shaders were renderman shaders. I scripted the shell shader to be irridecent and to allow the artist to have complete control over the color, reflectivity, added noise, as well as facing ratio towards the camera so that they could control how much of the colors were seen.
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