Project 4 - Displacement Explorations
This page shows the development of displacement shaders within Cutter and Renderman Studio for Maya.
We started looking at a barebones displacement shader, and then went further into making snow tracks into a ground plane.
This first video is using a method controlling the edge of the cut out, with a "fudge" parameter, as developed by Professor Kesson.
Here is a image of the shader parameters within Maya.
SOURCE CODE

This next section is the development and implementation of a shader adapted from Jordan Rempel, which has better solving for the edges.
SOURCE CODE

This is not a desireable result by far, I can see that there is a problem when the spehere goes too far below the surface, there is an obvious break in the displacements. I may go back to fix this later, possibly getting different geometry and adding a color transfer to the surface.