The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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Using RIB File structuring conventions<br />
<strong>The</strong>se conventions are designed to facilitate communication between modeling/animation<br />
systems and network rendering management systems. In a distributed environment<br />
many decisions relating to the final appearance of rendered frames may need to be deferred<br />
until the selection of a particular renderer can be made. A render management<br />
system should provide the ability to tailor the scene to the resources and capabilities of<br />
the available rendering and output systems. Unfortunately, a modeling/animation system<br />
cannot, in general, assume that any particular render management services are available.<br />
<strong>The</strong> following strategies should thus be adopted with the goal of making a RIB file reasonably<br />
self-contained and renderer-independent:<br />
• Any nonstandard shaders, optional <strong>RenderMan</strong> features (motion blur, CSG, level of<br />
detail) or textures should be flagged as special resource requirements.<br />
• Renderer-specific options or attributes should be specified according to the special<br />
comment conventions described below.<br />
• Display-dependent <strong>RenderMan</strong> options should not be included except to indicate to<br />
Render Managers that such options are mandatory.<br />
D.1.2<br />
RIB File structure conventions<br />
Following is a structured list of components for a conforming RIB file that diagrams the<br />
“proper” use of RIB. Some of the components are optional and will depend greatly on the<br />
resource requirements of a given scene.<br />
Scope<br />
Indentation indicates the scope of the following command.<br />
Preamble and global variable declarations (RIB requests: version, declare)<br />
Static options and default attributes (image and display options, camera options)<br />
Static camera transformations (camera location and orientation)<br />
Frame block (if more than one frame)<br />
Frame-specific variable declarations<br />
Variable options and default attributes<br />
Variable camera transforms<br />
World block<br />
(scene description)<br />
User Entity (enclosed within AttributeBegin/AttributeEnd)<br />
User Entity (enclosed within AttributeBegin/AttributeEnd)<br />
User Entity<br />
more frame blocks<br />
This structure results from the vigorous application of the following Scoping Conventions:<br />
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