SHADERS



SOFT_MATERIAL

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This implements the Softimage material shader.
MODE  selects the type of shading.
AMB   is the ambient surface color.
DIFF  is the diffuse surface color.
SPEC  is the specular highlight color.
AMBI  is the ambience color.
SHINY is the exponent to the specular function.
RFL   is the reflection coeffiecent.
TRNSP is the amount of transparency
IOR   is the index of refraction.
SBLUR is the motion blur flag.
DK    is the amount of motion blur decay.
TEX   is the texture map.

MATTE

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This shader simulates a matte surface.
Ka is the coefficient to the ambient function.
Kd is the coefficient to the diffuse function.
AMB is the ambient color.
DIF is the diffuse color.

PLASTIC

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This shader simulates a plastic surface.
Ka  is the coefficient to the ambient function.
Kd  is the coefficient to the diffuse function.
Ks  is the coefficient to the specular function.
Ns  is the exponent to the specular function.
AMB is the ambient color.
DIF is the diffuse color.
HI  is the highlight color.

REFLECTIVE

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This shader simulates a metallic surface.
Ka  is the coefficient to the ambient function.
Kd  is the coefficient to the diffuse function.
Ks  is the coefficient to the specular function.
Ns  is the exponent to the specular function.
AMB is the ambient color.
DIF is the diffuse color.
HI  is the highlight color.
Kr  is the coefficient for the reflection.
RFL is the reflection color. This is added to the specular color.

GLASSY

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This shader simulates a glassy surface.
Ka  is the coefficient to the ambient function.
Kd  is the coefficient to the diffuse function.
Ks  is the coefficient to the specular function.
Kr  is the coefficient of the reflection color.
Ns  is the exponent to the specular function.
AMB is the ambient surface color.
DIF is the diffuse surface color.
HI  is the highlight color.
RFL is the reflection color.

CARTOON

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This shader simulates the shader on cartoon characters.
Ka  is the coefficient to the ambient function.
Kd  is the coefficient to the diffuse function.
Ks  is the coefficient to the specular function.
Ns  is the exponent to the specular function.
LOW is lower diffuse threshold.
MID is middle diffuse threshold.
TOP is upper diffuse threshold.
SPC is specular threshold.
FUZ is the blending width.
AMB is the ambient color.
DF1 is the lower diffuse color.
DF2 is the medium diffuse color.
DF3 is the upper diffuse color.
HI  is the highlight color.

CONSTANT

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This shader generates a constant color without any shading.

SHOWTEXCOORDS

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This function shows the direction of the surface texture coordinates.
SX   may be used to scale x.
SY   may be used to scale y.
XOFF may be used to offset x.
YOFF may be used to offset y.

SHOWUVPARAMS

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This function shows the parameterization of the surface.

GLOWING

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This shader simulates a glowing surface.
NN  is the surface normal.
II  is the incidence vector.
ATT controls the attenuation of the falloff for the glow.
GLO is the glow color.
OP  is the opacity at the center of the glow.

STEAMING

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This shader simulates steam.
PP  is the seed for the turbulence in the steam.
FRM controls the animnation of the steam.
SPD controls the speed of the steam.
FQ  controls the frequency of turbulence in the steam.
OCT controls the amount of turbulence in the steam.
ATT controls the rate of attenuation for the steam.
STM is the color of the steam.
OP  is the base opacity of the steam.

SOFT_DISPLACE

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This does a 2D texture lookup and various operations on that texture.
DIS is the tag for the texture file.

DISPLACEMENT

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This function returns the displacement amount.
DIR is the direction of the displacement.
AMP is the amplitude of the displacement.
VAL is the displacement value.

SOFT_LIGHT

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This impliments the soft light shader.
MODE selects the type of light.
LGT  is the color of the light.
SHD  turns shadow casting on or off
FAC  is the shadow density factor
ATT  turns attenuation on or off.
BEG  is the beginning of the attenuation.
END  is the ending of the attenuation.
DIR  is the direction vector for the light.
CONE is the size of the inner cone of light.
SPRD is the spread of the outer cone for the falloff.

DISTANTLIGHT

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This is a distant light shader.
LGT is the color of the light.
DIR is the direction vector for the light.

POINTLIGHT

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This is a point light shader.
LGT is the color of the light.

SPOTLIGHT

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This is a spotlight shader.
LGT is the color of the light.
DIR is the direction vector for the light.
ANG is the size of the total cone of light in degrees
DLT is the part of the cone for the falloff in degrees.
RMP is the falloff ramp, 1 is linear.

PROJECTOR

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This is a  projector light shader.
MAP is the path to the image file to be projected.
LGT is the color of the light.
DIR is the direction vector for the light.
ANG is the size of the total cone of light in degrees
DLT is the part of the cone for the falloff in degrees.

SOFT_ENV_SPHERE

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This calculates the reflected color from the Texture Shader.
ENV is the pointer to the Texture Shader.

SOFT_FOG

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This impliments the soft fog volume shader.
FOG  is the color of the fog.
RATE is the maximum opacity of the fog.
BEG  is the beginning of the fog.
END  maximum opacity of the fog is reached at this distance.
RAYS attenuate light rays?

SOFT_LAYERED_FOG

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This impliments the soft layered fog volume shader.
FOG  is the color of the fog.
DEN  is the maximum opacity of the fog.
BASE is the Y coordinate in world space for the bottom of the fog.
HGT  is the Y coordinate in world space for the top of the fog.
BEG  is the beginning of the fog.
END  maximum opacity of the fog is reached at this distance.
RAYS attenuate light rays?

DOF_LENS

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This implements a depth of field lens effect.
PLN is the negative distance of the focal plane from the camera.
RAD is the radius of the disc centered at the camera.

FISHEYE_LENS

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This implements a depth of field lens effect.
FAC is the radius of the disc centered at the camera.

PATTERNED_LENS

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This implements a lens shader.
GEL  is a color applied to entire image.
EFX  controls the effect on the lens.
ZOOM ehances the lens effect.

TEXTURED_LENS

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This implements a texture mapped lens.
TAG  is the tag for the Texture Shader.
GAIN controls the effect from the Texture Shader.
MASK use the alpha channel or intensity for the mask.
GEL  is a color gel applied to the lens.

OUT_DEPTH_OF_FIELD

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This implements depth of field as an output effect.
NEAR is the negative distance of the near focal plane from the camera.
FAR  is the negative distance of the far focal plane from the camera.
RAD  is the radius of the disc centered at the camera.
MAX  is the threshold value for filter sizes in pixels.

OUT_DEPTHFADE

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This implements a depth cuing output shader.
NEAR is the near clipping plane.
FAR  is the far clipping plane.

OUT_TEXTURED

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This implements a texture mapped output shader.
TAG  is the tag from the Texture Shader.
GAIN controls the amount of effect from the map.
MASK use the alpha channel or intensity of the map for blending?
GEL  is a color multiplier.
X    is the normalized X coordinate from the image.
Y    is the normalized Y coordinate from the image.
C    is the color from the image.

OUTPUTSTART

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This box is part of a pair. This must eventually chain through to an 
'outputEnd' box in order to complete the loop.

OUTPUTLOOKUP

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This lets you return the color for a given pixel x/y position.
This must be part of an OutputStart -> OutputEnd chain.
Currently, pixel filtering is not supported :(

OUTPUTEND

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This box is part of a pair. This chain must start with
an 'outputStart' box in order to complete the loop.

OUTPUTBUFFEREDSTART

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Buffers the image first, so your output doesn't scribble over the input buffer.
This box is part of a pair. This must eventually chain through to an 
'outputEnd' box in order to complete the loop.

OUTPUTBUFFEREDLOOKUP

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This lets you return the color for a given pixel x/y position.
Must be part of an 'outputBufferedStart' -> 'outputBufferedEnd' chain.
Currently, pixel filtering is not supported :(

OUTPUTBUFFEREDEND

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This box is part of a pair. This chain must start with
an 'outputStart' box in order to complete the loop.

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