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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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SEE ALSO<br />

RiExterior RiAtmosphere<br />

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

This procedure sets the current exterior 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 exterior shader.<br />

RIB BINDING<br />

Exterior shadername ...parameterlist...<br />

EXAMPLE<br />

RiExterior ( ”fog,” RI NULL);<br />

SEE ALSO<br />

RiInterior, RiAtmosphere<br />

If a particular implementation does not support the Volume Shading or Ray Tracing capabilities,<br />

RiInterior and RiExterior are ignored; however, RiAtmosphere will be available in<br />

all implementations.<br />

4.2.7 Shading rate<br />

<strong>The</strong> number of shading calculations per primitive is controlled by the current shading rate.<br />

<strong>The</strong> shading rate is expressed in pixel area. If geometric primitives are being broken down<br />

into polygons and each polygon is shaded once, the shading rate is interpreted as the maximum<br />

size of a polygon in pixels. A rendering program will shade at least at this rate,<br />

although it may shade more often. Whatever the value of the shading rate, at least one<br />

shading calculation is done per primitive.<br />

RiShadingRate ( RtFloat size )<br />

Set the current shading rate to size. <strong>The</strong> current shading rate is specified as an area in<br />

pixels. A shading rate of RI INFINITY specifies that shading need only be done once<br />

per primitive. A shading rate of 1 specifies that shading is done at least once per<br />

pixel. This second case is often referred to as Phong shading.<br />

RIB BINDING<br />

ShadingRate size<br />

EXAMPLE<br />

RiShadingRate (1.0);<br />

48

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