The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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Matte onoff<br />
EXAMPLE<br />
RiMatte (RI TRUE);<br />
SEE ALSO<br />
RiSurface<br />
Geometry Attribute Type Default Description<br />
Object-to-World transform identity Transformation from object<br />
or model coordinates to<br />
world coordinates.<br />
Bound 6 floats infinite Subsequent geometric primitives<br />
lie inside this box.<br />
Detail Range 4 floats (0, 0, ∞, ∞) Current range of detail. If the<br />
current detail is in this range,<br />
geometric primitives are rendered.<br />
Geometric Approximation<br />
token value – <strong>The</strong> largest deviation of an<br />
approximation of a surface<br />
from the true surface in raster<br />
coordinates.<br />
Cubic Basis Matrices 2 matrices Bezier, Bezier Basis matrices for bicubic<br />
patches. <strong>The</strong>re is a separate<br />
basis matrix for both the u<br />
and the v directions.<br />
Cubic Basis Steps 2 integers 3, 3<br />
Trim Curves – – A list of trim curves which<br />
bound NURBS.<br />
Orientation token ”outside” Whether primitives are defined<br />
in a left-handed or<br />
right-handed coordinate system.<br />
Number of Sides integer 2 Whether subsequent surfaces<br />
are considered to have one or<br />
two sides.<br />
Displacement shader – A displacement shader that<br />
specifies small changes in<br />
surface geometry.<br />
Table 4.11: Geometry Attributes<br />
50