ST Click box to see full description |
These are the texture coordinates for the surface at P. |
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UV Click box to see full description |
These are the parametric values of the surface at P. |
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DUDV Click box to see full description |
These values are the rate of change in the surface at P. |
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NCOMPS Click box to see full description |
ncomps is the number of color components. Default is 3: red green blue |
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TIME Click box to see full description |
This is the shutter time. |
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P Click box to see full description |
P is the position of the surface point. |
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N Click box to see full description |
N is the shading normal of the surface point. N = dPdu ^ dPdv |
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I Click box to see full description |
I, the incidence vector, is where the camera vector intersects the surface point P. |
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L Click box to see full description |
L is the vector from the light source to P. |
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DPDU Click box to see full description |
dPdu is the rate of change of the surface with respect to u. |
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DPDV Click box to see full description |
dPdv is the rate of change of the surface point with respect to v. |
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NG Click box to see full description |
Ng is the geometric normal of the surface point. Ng = dPdu ^ dPdv |
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E Click box to see full description |
E is the camera postion. |
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PS Click box to see full description |
Ps is the position of the surface point being shaded. |
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DISPLACEDPNEWN Click box to see full description |
This is the new surface point, P returned to the renderer. A new surface normal, N is also calculated. These are the new globals used by any surface shader which follows. |
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FROMRIBCOLOR Click box to see full description |
The surface color which is set in the RIB stream. The default is black. Create a user defined color, if you do not want that value used as the surface color. |
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FROMRIBOPACITY Click box to see full description |
The surface opacity which is set in the RIB stream. The default is white. Create a user defined float if you do not want that value used as the surface opacity. |
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SURFACECOLOR Click box to see full description |
This is the surface color returned to the Renderer. It is the output of a Surface Shader. The default is black. |
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SURFACEOPACITY Click box to see full description |
This is the surface opacity returned to the Renderer. It is the output of a Surface Shader. The default is white. |
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LIGHTCOLOR Click box to see full description |
This is the light color returned to the renderer. It is the output of a Light Shader. The default is black. |
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LIGHTOPACITY Click box to see full description |
This is the light opacity returned to the renderer. It is the output of a Light Shader. The default is white. |
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USERDEFINED Click box to see full description |
This is a user defined constant of any data type. The output and input should be of the same data type. |
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FRAMERANGE Click box to see full description |
This box makes it easy to use start/end/current frame values from a rib file, returning a value between 0 and 1. 0 returns when current frame is start frame, 1 when it's end frame. If the current frame is outside the start/end frame, values will fall outside of the 0 to 1 range. This is not recommended, but possible. |
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