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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 />

39

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