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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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An atmosphere shader is a volume shader that is used to modify rays traveling towards<br />

the eye (i.e., camera rays). Even renderers that do not support the optional Ray Tracing<br />

capability can still apply atmosphere shaders to any objects directly visible to the camera.<br />

<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> includes two standard volume shaders: ”fog” and ”depthcue”.<br />

<strong>The</strong> definitions of these volume shaders are given in Appendix A, Standard <strong>RenderMan</strong><br />

<strong>Interface</strong> Shaders. <strong>The</strong> parameters controlling these volumes are given in Table 4.10, Standard<br />

Volume Shader Parameters.<br />

RiAtmosphere ( RtToken shadername, ...parameterlist...)<br />

This procedure sets the current atmosphere shader. shadername is the name of an atmosphere<br />

shader. If shadername is RI NULL, no atmosphere shader is used.<br />

RIB BINDING<br />

Atmosphere shadername ...parameterlist...<br />

EXAMPLE<br />

Atmosphere ”fog”<br />

SEE ALSO<br />

RiDisplacement, RiSurface<br />

Volume Name Parameter Type Default Description<br />

depthcue mindistance float 0.0 Distance when brightest<br />

maxdistance float 1.0 Distance when dimmest<br />

background color color ”rgb” (0,0,0) Background color<br />

fog distance float 1.0 Exponential extinction<br />

distance<br />

background color color ”rgb” (0,0,0) Background color<br />

Table 4.10: Standard Volume Shader Parameters<br />

RiInterior ( RtToken shadername, ...parameterlist...);<br />

This procedure sets the current interior volume shader. shadername is the name of a<br />

volume or atmosphere shader. If shadername is RI NULL, the surface will not have<br />

an interior shader.<br />

RIB BINDING<br />

Interior shadername ...parameterlist...<br />

EXAMPLE<br />

Interior ”water”<br />

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