The core set of functions provided by Slim can be used to generate a wide range of shaders which utilize many different special features of Slim. These core functions generally serve one particular purpose, like creating a simple noise or a pattern. The functions by themselves are not always useful must be connected to other functions to obtain a meaningful result, but the atomic nature of functions affords a great deal of flexibility when it comes to assembling shading networks. 
A float function calculates a single floating point value at every point. Grayscale or binary texture maps can be accessed as float functions but float functions can also be arbitrarily valued. Various rescaling functions can be used to bring a function's range into a desirable realm.
AgeNormPP  Access this primitive variable of Maya particles. 
Brownian  A brownian. 
ColorToGray  Connect a color to a float connection input. 
Combine  Combine two floats in three different ways. 
Combine Float List  Combine multiple floats in layers. 
Distance  Returns a value based on distance. 
Face Direction  Returns a value based on user specified orientation. 
Facing Forward  Returns a value based on orientation of normal. 
Fractal  A fractal. 
Grey Cells  Grey cells. 
Image File  Add an image file. Select channel or luminance. 
Noise  A noise pattern. 
Oak Grain  Simulate a variety of wood grain. 
Prim Var  Access primitive variables. 
Random Tiler  Tile numerous floats together. 
Ray Traced Hit Test  A ray trace float 
Ray Traced Hit Messaging  A ray trace messaging float 
Remap  Adjust the contrast and brightness of a float. 
RSLVarsF  A visualizer for shading language “globals”. 
Shadow Map  Add shadow calculations to a light. 
Shapes  Generate several shape patterns. 
Soft Shadow Map  Add soft shadow calculations to spot lights. 
Time  Returns a value based on time. 
Turbulence  A turbulence. 
Vector Length  Returns length of a vector 
Waves1D  Generate wave patterns. 
Worley  A honeycomb type pattern. 
AgeNormPPdescription: Use this to return a value based on the particle age multiplier 
Brownian Base Frequency 
ColorToGray Input Color 
Combine
Description:
Combine two (or more) grayscale functions using a variety of different
operations. Use the Plus and Minus buttons to add or remove additional float
values.
V1 
Combine
Description:
Combine multiple floats as layers, using a variety of different
operations. 
Distance
Description:
Calculates the distance of points on a 
Facing DirectionDescription: A function that computes the degree to which the normal of a surface faces any specified user direction. Results range from 1 (facing away from the direction) to 1 (facing toward the direction). Use the Abs and Clamp parameters to control result of the function. Direction Abs Clamp Invert Attenuation 
Facing ForwardDescription: A function that computes the degree to which the normal of a surface faces the camera. You can use this function to fade the opacity of objects near the edges of your objects. Results range from 1 (facing away from camera) to 1 (facing toward the camera). Use the Abs and Clamp parameters to control result of the function. Abs Clamp Invert Attenuation 
Fractal
Description:
Float Fractal function. 
Gray Cells Frequency 
Image File File 
Noise frequency 
Oak Grain
Description:
Makes procedural solid texture that looks very much like

Prim VarDescription:
Allows you to incorporate primitive
variables into shader networks. 
Random TilerDescription: Create a tile of several different floats. Just connect a number of floats, adjust the Tile Count accordingly, and connect a Tile mainfold with "Random Z" enabled. Each connection should also be fed by the same Tile manifold attached to this float. Tile Count 
Ray Traced Hit TestDescription: Allows you to incorporate a trace call into your surface shader. Ray Origin Direction
Samples
Blur Trace Set Ray Label
Max Distance
Two Sided 
Ray Traced Hit MessagingDescription: Allows you to incorporate a trace call that shoots rays which can look up arbitrary variables in other shaders. With this functions a ray can return arbitrary information about a surface. Message Spec Ray Origin Direction
Samples
Blur Trace Set Ray Label
Max Distance
Two Sided

Remap
Description:
A utility node for remapping floating point values. Values go through 3 steps. First
they are clamped and linearly remapped into the range inputmin>inputmax.
Next, they are rescaled to fall within outputmin>outputmax. Finally, bias
and gain are applied. 
RSLVarsF
Description:
A visualizer for shading language “globals”. 
Shadow Map File 
Shapes The generator shape. The cookie cutter shapes  Star, Circle, Square, and Diamond  support the Row
Offset option and Tile Sizes greater than one from the Tile manifold; and Star, Diamond, and Squiggles make use of the Random Z option. 
SoftShadowMap File 
Time
Description:
Provides access to the standard RenderMan \"time\" variable. This
value is that specified via the RiShutter call in the RIB file and is often
measured in seconds. You can
generate effects that repeat over time by connecting this function to a wave
generator. 
Turbulence Base Frequency 
VectorLength
Description:
The length of a vector. 
Waves1D Description:
Generates onedimensional wavelike patterns. Patterns ranging from
linear to circular can be obtained through the use of the Domain
parameter.

Worley frequency 
Pixar Animation Studios
