The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
- No tags were found...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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 />
47