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The RenderMan Interface - Paul Bourke

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SEE ALSO<br />

RiGeometricApproximation<br />

4.2.8 Shading interpolation<br />

Shading calculations are performed at discrete positions on surface elements or in screen<br />

space (at a frequency determined by the shading rate). <strong>The</strong> results can then either be interpolated<br />

or constant over some region of the screen or the interior of a surface element<br />

corresponding to one shading sample. This is controlled by the following procedure:<br />

RiShadingInterpolation ( RtToken type )<br />

This function controls how values are interpolated between shading samples (usually<br />

across a polygon or over an area of the screen). If type is ”constant”, the color and<br />

opacity of all the pixels inside the region are the same. This is often referred to as flat<br />

or faceted shading. If type is ”smooth”, the color and opacity of all the pixels between<br />

shaded values are interpolated from the calculated values. This is often referred to as<br />

Gouraud shading.<br />

RIB BINDING<br />

ShadingInterpolation ”constant”<br />

ShadingInterpolation ”smooth”<br />

EXAMPLE<br />

ShadingInterpolation ”smooth”<br />

4.2.9 Matte objects<br />

Matte objects are the functional equivalent of three-dimensional hold-out mattes. Matte<br />

objects are not shaded and are set to be completely opaque so that they hide objects behind<br />

them. However, regions in the output image where a matte object is visible are treated as<br />

transparent.<br />

RiMatte ( RtBoolean onoff )<br />

Indicates whether subsequent primitives are matte objects.<br />

RIB BINDING<br />

49

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