This chapter explains how Bxdf plugins may be developed. We cover the use of a visual debugger front end, along with some of the facilities of RenderMan (e.g., PxrValidateBxdf).1 We also discuss the notion of dynamically loaded (shared objects) libraries.
Thus, in this chapter, we go into the practicalities of setting up a development environment. One aspect of using C++, rather than RSL, is that we can take full advantage of system-level development. These allow for halting ...