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Author Archives: sitexgraphics
Adding an occlusion pass
Air’s surface shaders provide a consistent set of output variables for common rendering passes such as diffuse, specular, reflection, and per-light channels. Any or all of these values can be saved during a single invocation of the renderer, either to … Continue reading
Visualizing procedural bounding boxes
Procedural primitives are a powerful mechanism for efficiently rendering complex scenes. In a scene file a procedural primitive is defined with the Procedural RIB command: Procedural “type” [arguments] [minx maxx miny maxy minz maxz] The array of 6 floats at … Continue reading
Posted in RIB Filters
Tagged massive, procedural primitive, renderman, rib filter
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