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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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Texture Mapping Functions<br />

Function<br />

Description<br />

environment(name[channel], texture coordinates accesses an environment map.<br />

[, parameterlist] )<br />

shadow(name[channel], texture coordinates accesses a shadow depth map.<br />

[,parameterlist])<br />

texture(name[channel] [,texture coordinates] [, accesses a basic texture map.<br />

parameterlist])<br />

textureinfo(texturename, paramname, variable) gets information about a texture<br />

map.<br />

Message Passing Functions<br />

Function<br />

Description<br />

atmosphere(name, variable) looks up the value of a variable that is stored in<br />

the atmosphere shader attached to the geometric<br />

primitive surface.<br />

displacement(name, variable)<br />

incident(name, variable)<br />

lightsource(name, variable)<br />

opposite(name, variable)<br />

surface(name, variable)<br />

looks up the value of a variable that is stored in<br />

the displacement shader attached to the geometric<br />

primitive surface.<br />

looks up the value of a variable that is stored in<br />

the volume shaders attached to geometric primitive<br />

surface, on the same side as the incident ray.<br />

looks up the value of a variable that is stored in<br />

a light shader attached to the geometric primitive<br />

surface.<br />

looks up the value of a variable that is stored in<br />

the volume shaders attached to geometric primitive<br />

surface, on the opposite side as the incident<br />

ray.<br />

looks up the value of a variable that is stored in the<br />

surface shader attached to the geometric primitive<br />

surface.<br />

Function<br />

attribute(name, variable)<br />

option(name, variable)<br />

rendererinfo(name, variable)<br />

Renderer State Functions<br />

Description<br />

looks up the value of a renderer attribute.<br />

looks up the value of a renderer option.<br />

looks up information about the renderer implementation<br />

itself.<br />

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