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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

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