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The RenderMan Interface - Paul Bourke

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placed within a frame block, any nonstandard shaders that appear in that frame must<br />

be listed.<br />

##Textures texture1, texture2, ...<br />

Lists any preexisting textures required in the file. When placed in the header of a RIB<br />

file, any preexisting textures that appear anywhere in the file should be listed. When<br />

placed within a frame block, any preexisting shaders that appear in that frame must<br />

be listed.<br />

##CapabilitiesNeeded feature1, feature2, ...<br />

Indicates any <strong>RenderMan</strong> <strong>Interface</strong> optional capabilites required in the file (when<br />

located in the header) or required in the frame (when located at the top of a frame<br />

block). <strong>The</strong> optional capabilities are:<br />

Area Light Sources Motion Blur Special Camera Projections<br />

Bump Mapping Programmable Shading Spectral Colors<br />

Deformations Radiosity Texture Mapping<br />

Displacements Ray Tracing Trim Curves<br />

Environment Mapping Shadow Depth Mapping Volume Shading<br />

Level Of Detail<br />

Solid Modeling<br />

See Part I, Section 1, Introduction, for a description of these capabilities.<br />

Frame information<br />

Frame-local information must be located directly after a FrameBegin RIB request and be<br />

contiguous. <strong>The</strong>se comments should provide frame-local information that contains administrative<br />

and resource hints.<br />

##CameraOrientation eyex eyey eyez atx aty atz [ upx upy upz ]<br />

Indicates the location and orientation of the camera for the current frame in World<br />

Space coordinates. <strong>The</strong> up vector is optional and the default value is [0 1 0].<br />

##Shaders shader1, shader2,...<br />

Lists the nonstandard shaders required in the current frame.<br />

##Textures texture1, texture2,...<br />

Lists the nonstandard textures required in the current frame.<br />

##CapabilitiesNeeded feature1, feature2,...<br />

Lists the special capabilities required in the current frame from among those listed<br />

under Header Information.<br />

Body Information<br />

Body information may be located anywhere in the RIB file.<br />

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