Shader Based Generated Ornamentation for Rendering Wayang Beber of Pacitan Character's Cloth Pattern Banung Grahita Toshihiro Komma Kumiko Kushiyama Tokyo MetropolitanUniversity banung-grahita@ed.tmu.ac.jp komma@tmu.ac.jp kushi@ea.mbn.or.jp Abstract Wayang Beber of Pacitan is one type of wayang beber, a traditional picture from Indonesia. It is usually performed to tell a story. Wayang beber of Pacitan has unique visual form, distinctive shape and complex ornamental detail. In past days, wayang beber had an important role within the local society, however it is barely known today. These conditions are our motivation to do a project to develop a CG animation of wayang beber of Pacitan. We want to re-introduce wayang beber of Pacitan and find a traditional artistic value from it that could be applied to modern media. This paper explains a research as a part of the project. This research is developing a program that could be used to generate and control patterns on wayang beber of Pacitan character’s cloth. The algorithm of our program consists of two important parts: elements and rules. The elements define a basic shape used in pattern arrangement, and the rules are the procedures to arrange the elements. There are two rules in our algorithm, the first rule is a condition to do iteration of the coloration process, and the second rule is a condition to define the area of the coloration process. Our program allows artists to generate and control variation of the pattern. Keywords: computer graphic, pattern generation, animation, non-photorealistic rendering, Indonesian cultural heritage.