The RenderMan Interface - Paul Bourke
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 />
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