README This is the code accompanying Ken Musgrave's chapters in: "Texturing and Modeling: A Procedural Approach," by David S. Ebert, ed., F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley. Academic Press, 1998. ISBN 0-12-228730-4. There are four directories or folders: Cloud GritzShaders Multicolor TextureCCode Cloud: This contains a complete, minimal C implementation of a QAEB ray tracer. It is capable of rendering both terrains and clouds. Compiling it as is, it will render an image of a cloud with single scattering. The basic fractal and multifractal functions described in Chapters 10 and 12 reside in fractal.c in this directory. GritzShaders: This contains all of Larry Gritz's RenderMan shaders. Multicolor: This contains a micro-renderer that makes an image of the "multicolor" texture described in Chapter 11. This texture is so brittle, that I include the entire renderer, just to show that it *can* work, though it'd be hard to reproduce accurately, as in a RenderMan shader. TextureCCode: This is the original C code on which Larry's RenderMan shaders are based.