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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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through the interface. Any place where user data is used and would normally require a<br />

preceeding RiDeclare, it is also legal to use an in-line declaration.<br />

<strong>The</strong> storage modifiers vertex, varying, uniform, and constant are discussed in the section on<br />

Uniform and Varying Variables in Part II and in Section 5, Geometric Primitives. All procedure<br />

parameter tokens and shader variable name tokens named in this document are standard<br />

and are predefined by all implementations of the <strong>RenderMan</strong> <strong>Interface</strong>. In addition,<br />

a particular implementation may predeclare other variables for use with implementationspecific<br />

options, geometry, etc.<br />

Whenever a point, vector, normal, matrix, or hpoint variable is passed through the Render-<br />

Man <strong>Interface</strong> to shaders, the values are assumed to be relative to the current coordinate<br />

system. This is sometimes referred to as object coordinates. Different coordinate systems<br />

are discussed in the Camera section.<br />

Whenever colors are passed through the <strong>RenderMan</strong> <strong>Interface</strong>, they are expected to have<br />

a number of floats equal to the number of color samples being used by the interface. This<br />

defaults to 3, but can be changed by the user (see the section on Additional options).<br />

14

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