The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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<strong>The</strong>se functions compute power and inverse power functions. pow returns x y , exp<br />
returns e x . sqrt returns the positive square root of x, and inversesqrt(x) returns<br />
1/sqrt(x). log with one argument returns the natural logarithm of x (x = log(exp(x))).<br />
log with two arguments returns the logarithm in the specified base (x = log(pow(base,<br />
x), base)).<br />
float mod ( float a, b )<br />
float abs ( float x )<br />
float sign ( float x )<br />
mod returns a value greater than 0 and less than or equal to b such that mod(a,b)<br />
= a - n*b for some integer n. abs returns the absolute value of its argument and sign<br />
returns -1 if its argument is negative, 1 if its argument is positive, and 0 if its argument<br />
is zero.<br />
type min (type a, b, ... )<br />
type max ( type a, b, ... )<br />
type clamp ( type a, min, max )<br />
min takes a list of two or more arguments of identical type and returns the argument<br />
with minimum value; max returns the argument with maximum value. clamp(a,min,max)<br />
returns min if a is less than min, max if a is greater than max; otherwise it returns a.<br />
<strong>The</strong> type may be any of float, point, vector, normal, or color. <strong>The</strong> variants that operate<br />
on colors or point-like objects operate on a component-by-component basis (e.g.,<br />
separately for x, y, and z).<br />
float mix (float x, y; float alpha )<br />
point mix (point x, y; float alpha )<br />
vector mix (vector x, y; float alpha )<br />
normal mix (normal x, y; float alpha )<br />
color mix (color x, y; float alpha )<br />
mix returns x · (1 − α) + y · α, that is, it performs a linear blend between values x<br />
and y. <strong>The</strong> types of x and y must be identical, but may be any of float, point, vector,<br />
normal, or color. <strong>The</strong> variants that operate on colors or point-like objects operate on<br />
a component-by-component basis (e.g., separately for x, y, and z).<br />
float floor ( float x )<br />
float ceil ( float x )<br />
float round ( float x )<br />
floor returns the largest integer (expressed as a float) not greater than x. ceil returns<br />
the smallest integer (expressed as a float) not smaller than x. round returns the integer<br />
closest to x.<br />
float step ( float min, value )<br />
float smoothstep ( float min, max, value )<br />
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