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SHADERS
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Notes from Renderman Shaders:
- Types of shaders:
- light shaders: calculates the color of light emitted from a point on
the surface of the light.
- color (spectrum)
- intensity
- direction
- falloff
- surface shaders: based on incoming illumination and material properties,
these determine the color reflected from a surface.
- volume shaders: modify light ray as it travels through a medium or volume.
- displacement shaders: alter surface point (along normal)
- transformation shaders: non-linear xforms of points; camera projections
- image shaders (aka imagers): final pixel operations
- Context:
- surface shader
- exterior volume shader (atmosphere)
- attenuates light influence
- interior volume shader
- light sources
- lights can be attached to prims to create area light sources
- xform (linear, non-linear)
- displacement shader
- imager
- Built in shaders:
- Light Shaders
- ambientlight
- distantlight
- pointlight
- spotlight
- Surface Shaders
- constant
- matte
- metal
- shinymetal
- plastic
- paintedplastic
- Atmosphere
- fog
- depthcue
- Displacement
- bumpy
- uniform vs varying parameters
- for specifying at vertices and interpolated across surface
- predefined set of varying parameters for each shader
we would set these as attribs in python shader objects before invoking
its shade() method
- I is NOT normalized on entry to shaders. It is the distance b/w ray origin
and P.
- faceforward() ?
opposite() ?
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