RIS
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IntroductionThis tutorial shows how to apply a displacement to an object. It is assumed the reader has followed the instructions presented in the tutorial "RIS: Introduction to RIS Shading". The jack_scene.rib from that tutorial will be used in this demonstration.
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Step 1 - Create an Instance of PxrDisplace
Save an empty rib archive
named HOME_DIR
|_/archives
|_/geo
|_/lights
|_/materials/
|_ Ridges.rib
Open the archive document and choose
Cutter will insert the following rib statements into the document. |
Attribute "displacementbound" "float sphere" [1]
Displace "PxrDisplace" "PxrDisplace1"
"int enabled" [1]
"float dispAmount" [1.0]
"float dispScalar" [0.0]
"vector dispVector" [0.0 0.0 0.0]
"vector modelDispVector" [0.0 0.0 0.0]
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Step 2 - Assign an Input to the Displacement
Move the text cursor to the beginning of the document and choose
The archive will now have the following rib statements. |
Pattern "PxrWorley" "PxrWorley1"
"int surfacePosition" [0]
"float frequency" [4.0]
"int distancemetric" [0]
"float jitter" [0.75]
"float c1" [0.8]
"float c2" [-0.2]
"float minkowskiExponent" [4.0]
"int shape" [0]
"int clamp" [1]
"int invert" [0]
"float randomScale" [0.]
"float randomScaleCenter" [0.]
# Examples manifold connection
#"reference struct manifold" ["PxrManifold2D1:result"]
#"reference struct manifold" ["PxrManifold3D1:result"]
# "PxrWorley1:resultF" uses->|float|
# "PxrWorley1:resultRGB" uses->|color|
Attribute "displacementbound" "float sphere" [1]
Displace "PxrDisplace" "PxrDisplace1"
"int enabled" [1]
"float dispAmount" [1.0]
"float dispScalar" [0.0]
"vector dispVector" [0.0 0.0 0.0]
"vector modelDispVector" [0.0 0.0 0.0]
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The # "PxrWorley1:resultF" uses->|float|
This will be used to "drive" PxrDisplace's "float dispScalar" [0.0]
to
"reference float dispScalar" ["PxrWorley1:resultF"]
Note the use the keyword |
Step 3 - Using ReadArchiveAt line 39 in jack_scene.rib add the following rib statement ReadArchive "materials/Ridges.rib" Render the rib.
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Accessing the Documentation for a Rib StatementWith the alt key down, double clicking on the name of a Pattern, Bxdf or any other rib statement will automatically open the Pixar documentation for the item. |
© 2002- Malcolm Kesson. All rights reserved.