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] |
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] |
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.