The RenderMan Interface - Paul Bourke
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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