Renderman shading, no raytrace style

A trailer for the project I’ve been working on recently. Wrote Renderman shaders with the goal of avoiding raytracing alltogether, as it had a significant cost in render times in previous versions.

Pourquoi j’ai pas mange mon pere

Skin shader is a classic point based subsurface shader.
Eye shader uses faked refraction and caustics, based on the excellent work of Jorge Jimenez.
Fur shader based on a Stephen R. Marschner BRDF, using deep shadows information to approximate dual scattering as presented in efficient implementation of the dual scattering model in Renderman.

Hopefully more details to follow!

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