Talk About Network

Google


Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Graphics > RenderMan interface > 3Delight occ_li...
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 1 of 2 Topic 736 of 784
Post > Topic >>

3Delight occ_light code walkthrough. I've got a few questions.

by dugla <douglass.turner@[EMAIL PROTECTED] > Jul 18, 2007 at 02:22 PM

I've got a few question regarding some details of the occlusion shader
example in the 3Delight docs. I was wondering if the larger RenderMan
community might be able to clarify for me.

light occ_light(
  float samples = 64;
  string __category = "occlusion";
  float __nonspecular = 1; )
{
  normal shading_normal = normalize( faceforward(Ns, I) );

  illuminate( Ps + shading_normal )
  {
    Cl = 1 - occlusion( Ps, shading_normal, samples );
  }
}

1)  What is the meaning of the params float __nonspecular = 1 and
string __category = "occlusion"? Both are unused within the shader.

2) Ps + shading_normal. Why is Ps (the surface point being occlusion
shaded) translated in the direction of the shading normal away from
the surface of the object being occlusion tested? This makes no
sense.


Thanks,
Doug
 




 2 Posts in Topic:
3Delight occ_light code walkthrough. I've got a few questions.
dugla <douglass.turner  2007-07-18 14:22:18 
Re: 3Delight occ_light code walkthrough. I've got a few question
Olivier3001@[EMAIL PROTEC  2007-07-19 07:05:11 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Fri Sep 5 23:44:43 CDT 2008.