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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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##<strong>RenderMan</strong> Resource-1.0<br />

Must be included as the first line in any Renderer Resource File.]<br />

##Renderer name<br />

Requires the name of the renderer along with any revision or date information.]<br />

##Include file<br />

Allows the inclusion of a specified file. This keyword should only be used in sections<br />

which are modifiable.<br />

##<strong>RenderMan</strong>CapabilitiesAvailable<br />

This keyword identifies the section enumerating the Capabilities provided by the<br />

renderer. <strong>The</strong> list of capabilities are found in the Header information section and in<br />

Section 1. Each capability implemented by the renderer must appear as one line in<br />

this section. No entries in this section should be modified.<br />

##RendererSpecificAttributes<br />

This keyword identifies the section which enumerates the Renderer Specific Attributes.<br />

<strong>The</strong>se attributes are invoked with the RIB call Attribute. Each attribute implemented<br />

by the renderer must appear as one line in this section with legal RIB syntax. <strong>The</strong><br />

class of all parameter identifiers must be declared previously with a Declare RIB request.<br />

If arguments are required for a given attribute, the entry should specify the<br />

default value for that attribute. No entries in this section should be modified.<br />

##RendererSpecificOptions<br />

This keyword identifies the section which enumerates Renderer Specific Options.<br />

<strong>The</strong>se attributes are invoked with the RIB call Option. Each option implemented by<br />

the renderer must appear as one line in this section with legal RIB syntax. <strong>The</strong> class<br />

of all parameter identifiers must be declared previously with a Declare RIB request.<br />

No entries in this section should be modified.<br />

##ShaderResources<br />

This keyword identifies the section which enumerates Shaders available to the renderer.<br />

Both built-in and programmed shaders should be listed here. A <strong>RenderMan</strong><br />

Shading Language declaration for each shader must be provided to enumerate the<br />

specific instantiated variables. A declaration may cross line boundaries. This section<br />

can be customized to a specific site.<br />

##TextureResources<br />

This keyword identifies the section which enumerates the Textures available to the<br />

renderer. <strong>The</strong> name of each texture may be followed on the same line by an optional<br />

string which provides a short description of the Texture. If included, the string should<br />

be preceded by the ‘#’ character. This section can be customized to a specific site.<br />

D.3.2<br />

Renderer Resource File example<br />

##<strong>RenderMan</strong> Resource-1.0<br />

##Renderer TrayRacer 1.0<br />

##<strong>RenderMan</strong>CapabilitiesAvailable<br />

Solid Modeling<br />

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