Rib
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Coordinate systems and their transformations control the placement, orientation
and size of the objects in a scene. Attributes are named values
that are associated with (assigned to) geometric primitives (objects). They
control the way primitives are rendered.
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The primary 3D coordinate system in RenderMan is the camera coordinate system.
Until the renderer reads
When the renderer reads Translate 0 0 3 Translate 0 0 3 have exactly the same effect as a single translation ie. Translate 0 0 6
The Color 1 0 0 Color 0 0 1
does not specify purple. The second |
# disk2.rib # setting the world coordinate system Display "disk2" "framebuffer" "rgb" Projection "perspective" "fov" 40 Format 320 240 1 Translate 0 0 3 # a transformation |
Two comments about the scene.
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WorldBegin |
The copy of the coordinate system now becomes the primary, "world", or current coordinate system. |
Disk 0 0.25 360 |
Create a disk at the origin of the "world", 0.25 units in radius and 360 degrees in circumference. |
WorldEnd |
Conclude the description of the 3D scene. |
© 2002- Malcolm Kesson. All rights reserved.