SOFT_MATERIAL Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
This shader generates a constant color without any shading. |
SHOWTEXCOORDS Click box to see full description |
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 Click box to see full description |
This function shows the parameterization of the surface. |
GLOWING Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
This does a 2D texture lookup and various operations on that texture. DIS is the tag for the texture file. |
DISPLACEMENT Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
This is a distant light shader. LGT is the color of the light. DIR is the direction vector for the light. |
POINTLIGHT Click box to see full description |
This is a point light shader. LGT is the color of the light. |
SPOTLIGHT Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
This calculates the reflected color from the Texture Shader. ENV is the pointer to the Texture Shader. |
SOFT_FOG Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
This implements a depth of field lens effect. FAC is the radius of the disc centered at the camera. |
PATTERNED_LENS Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
This implements a depth cuing output shader. NEAR is the near clipping plane. FAR is the far clipping plane. |
OUT_TEXTURED Click box to see full description |
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 Click box to see full description |
This box is part of a pair. This must eventually chain through to an 'outputEnd' box in order to complete the loop. |
OUTPUTLOOKUP Click box to see full description |
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 Click box to see full description |
This box is part of a pair. This chain must start with an 'outputStart' box in order to complete the loop. |
OUTPUTBUFFEREDSTART Click box to see full description |
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 Click box to see full description |
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 Click box to see full description |
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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