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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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An area light source is defined by a shader and a collection of geometric primitives. <strong>The</strong> association<br />

between the shader and the geometric primitives is done by having the graphics<br />

state maintain a single current area light source. Each time a primitive is defined it is added<br />

to the list of primitives that define the current area light source. An area light source may be<br />

turned on and off just like other light sources.<br />

<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> includes four standard types of light sources: ”ambientlight”,<br />

”pointlight”, ”distantlight”, and ”spotlight”. <strong>The</strong> definition of these light sources are given<br />

in Appendix A, Standard <strong>RenderMan</strong> <strong>Interface</strong> Shaders. <strong>The</strong> parameters controlling these<br />

light sources are given in Table 4.7, Standard Light Source Shader Parameters.<br />

Light Source Parameter Type Default Description<br />

ambientlight intensity float 1.0 Light intensity<br />

lightcolor color color ”rgb” (1,1,1) Light color<br />

distantlight intensity float 1.0 Light intensity<br />

lightcolor color color ”rgb” (1,1,1) Light color<br />

from point point ”shader” (0,0,0) Light position<br />

to point point ”shader” (0,0,1) Light direction is fromto<br />

pointlight intensity float 1.0 Light intensity<br />

lightcolor color color ”rgb” (1,1,1) Light color<br />

from point point ”shader” (0,0,0) Light position<br />

spotlight intensity float 1.0 Light intensity<br />

lightcolor color color ”rgb” (1,1,1) Light color<br />

from point point ”shader” (0,0,0) Light position<br />

to point point ”shader” (0,0,1) Light direction is fromto<br />

coneangle float radians(30) Light cone angle<br />

conedeltaangle float radians(5) Light soft edge angle<br />

beamdistribution float 2.0 Light beam distribution<br />

Table 4.7: Standard Light Source Shader Parameters<br />

RtLightHandle RiLightSource ( RtToken shadername, ...parameterlist...)<br />

shadername is the name of a light source shader. This procedure creates a non-area<br />

light, turns it on, and adds it to the current light source list. An RtLightHandle value<br />

is returned that can be used to turn the light off or on again.<br />

RIB BINDING<br />

LightSource name sequencenumber ...parameterlist...<br />

<strong>The</strong> sequencenumber is a unique light identification number which is provided by<br />

the RIB client to the RIB server. Both client and server maintain independent mappings<br />

between the sequencenumber and their corresponding RtLightHandles. <strong>The</strong><br />

number must be in the range 0 to 65535.<br />

EXAMPLE<br />

42

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