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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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RIB BINDING<br />

Color c0 c1... cn<br />

Color [c0 c1... cn]<br />

EXAMPLE<br />

RtColor blue = { .2, .3, .9};<br />

RiColor (blue);<br />

Color [.2 .3 .9]<br />

SEE ALSO<br />

RiOpacity, RiColorSamples<br />

RiOpacity ( RtColor color )<br />

Set the current opacity to color. <strong>The</strong> color component values must be in the range<br />

[0,1]. Normally there are three components in the color (red, green, and blue), but this<br />

may be changed with RiColorSamples. If the opacity is 1, the object is completely<br />

opaque; if the opacity is 0, the object is completely transparent.<br />

RIB BINDING<br />

Opacity c0 c1... cn<br />

Opacity [c0 c1... cn]<br />

EXAMPLE<br />

Opacity 0.5 1 1<br />

SEE ALSO<br />

RiColorSamples, RiColor<br />

4.2.2 Texture coordinates<br />

<strong>The</strong> Shading Language allows precalculated images to be accessed by a set of two-dimensional<br />

texture coordinates. This general process is referred to as texture mapping. Texture access in<br />

the Shading Language is very general since the coordinates are allowed to be any legal expression.<br />

However, the texture access functions (in Part II, see the sections on Basic texture<br />

maps) often use default texture coordinates related to the surface parameters.<br />

All the parametric geometric primitives have surface parameters (u,v) that can be used<br />

as their texture coordinates (s,t). Surface parameters for different primitives are normally<br />

defined to lie in the range 0 to 1. This defines a unit square in parameter space. Section<br />

5, Geometric Primitives defines the position on each surface primitive that the corners of<br />

this unit square lie. <strong>The</strong> texture coordinates at each corner of this unit square are given by<br />

providing a corresponding set of (s,t) values. This correspondence uniquely defines a 3x3<br />

40

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