The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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Shading Attribute Type Default Description<br />
Color color color ”rgb” (1,1,1) <strong>The</strong> reflective color of the<br />
object.<br />
Opacity color color ”rgb” (1,1,1) <strong>The</strong> opacity of the object.<br />
Texture coordinates 8 floats (0,0)(1,0),(0,1),(1,1) <strong>The</strong> texture coordinates (s, t)<br />
at the 4 corners of a parametric<br />
primitive.<br />
Light Sources<br />
shader<br />
list<br />
– A list of light source shaders<br />
that illuminate subsequent<br />
primitives.<br />
Area Light Source shader – An area light source which is<br />
being defined.<br />
Surface shader default surface* A shader controlling the<br />
surface shading model.<br />
Atmosphere shader – A volume shader that specifies<br />
how the color of light is<br />
changed as it travels from a<br />
visible surface to the eye.<br />
Interior Volume shader –<br />
Exterior Volume shader – A volume shader that specifies<br />
how the color of light is<br />
changed as it traverses a volume<br />
in space.<br />
Effective Shading Rate float 1 Minimum rate of surface<br />
shading.<br />
Shading Interpolation token ”constant” How the results of shading<br />
samples are interpolated.<br />
Matte Surface Flag boolean false A flag indicating the surfaces<br />
of the subsequent primitives<br />
are opaque to the rendering<br />
program, but transparent on<br />
output.<br />
* Implementation-dependent<br />
Table 4.6: Shading Attributes<br />
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