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Up: 1. Base Shaders
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Base shaders are designed to form groups, such as the group of geometry
base shaders or BRDF functions. Members of a group have similar
parameters to make it easy to replace one base shader with another one
of the same group. The replacement may have shader-specific extra
parameters, but those it shares with other similar base shaders of the
same group have the same names and types and the same layout. In
general, common parameters come first.
Before any shader in the base shader library can be used, it must be
attached to the mental ray rendering software using a statement link "base.so", and the shaders must be declared with the statement
$include <base.mi>. See chapter
on
page
for details. All shader names begin with
``mib'', for ``mental images base''. Their declarations are given in mi
format, as described in chapter
on page
.
Here is a summary:
Group |
shader |
page |
Texture Space Mapping |
mib_texture_vector |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_remap |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_rotate |
![[*]](cross_ref_motif.jpg) |
|
mib_bump_basis |
![[*]](cross_ref_motif.jpg) |
|
mib_bump_map |
![[*]](cross_ref_motif.jpg) |
|
mib_passthrough_bump_map |
![[*]](cross_ref_motif.jpg) |
Environments |
mib_lookup_spherical |
![[*]](cross_ref_motif.jpg) |
|
mib_lookup_cube1 |
![[*]](cross_ref_motif.jpg) |
|
mib_lookup_cube6 |
![[*]](cross_ref_motif.jpg) |
|
mib_lookup_cylindrical |
![[*]](cross_ref_motif.jpg) |
|
mib_lookup_background |
![[*]](cross_ref_motif.jpg) |
Textures |
mib_texture_lookup |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_filter_lookup |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_checkerboard |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_polkadot |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_polkasphere |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_turbulence |
![[*]](cross_ref_motif.jpg) |
|
mib_texture_wave |
![[*]](cross_ref_motif.jpg) |
Sample Compositing |
mib_reflect |
![[*]](cross_ref_motif.jpg) |
|
mib_refract |
![[*]](cross_ref_motif.jpg) |
|
mib_transparency |
![[*]](cross_ref_motif.jpg) |
|
mib_opacity |
![[*]](cross_ref_motif.jpg) |
|
mib_dielectric |
![[*]](cross_ref_motif.jpg) |
|
mib_ray_marcher |
![[*]](cross_ref_motif.jpg) |
|
mib_twosided |
![[*]](cross_ref_motif.jpg) |
|
mib_refraction_index |
![[*]](cross_ref_motif.jpg) |
Illumination |
mib_illum_lambert |
![[*]](cross_ref_motif.jpg) |
|
mib_illum_phong |
![[*]](cross_ref_motif.jpg) |
|
mib_illum_ward |
![[*]](cross_ref_motif.jpg) |
|
mib_illum_ward_deriv |
![[*]](cross_ref_motif.jpg) |
|
mib_illum_cooktorr |
![[*]](cross_ref_motif.jpg) |
|
mib_illum_blinn |
![[*]](cross_ref_motif.jpg) |
Data Conversion |
mib_color_alpha |
![[*]](cross_ref_motif.jpg) |
|
mib_color_average |
![[*]](cross_ref_motif.jpg) |
|
mib_color_intensity |
![[*]](cross_ref_motif.jpg) |
|
mib_color_interpolate |
![[*]](cross_ref_motif.jpg) |
|
mib_color_mix |
![[*]](cross_ref_motif.jpg) |
|
mib_color_spread |
![[*]](cross_ref_motif.jpg) |
Geometry |
mib_geo_cube |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_sphere |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_cone |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_cylinder |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_torus |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_square |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_instance |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_instance_mlist |
![[*]](cross_ref_motif.jpg) |
|
mib_geo_add_uv_texture |
![[*]](cross_ref_motif.jpg) |
Photon |
mib_photon_basic |
![[*]](cross_ref_motif.jpg) |
Light |
mib_light_point |
![[*]](cross_ref_motif.jpg) |
|
mib_light_spot |
![[*]](cross_ref_motif.jpg) |
|
mib_light_infinite |
![[*]](cross_ref_motif.jpg) |
Shadow |
mib_shadow_transparency |
![[*]](cross_ref_motif.jpg) |
Light Mapping |
mib_lightmap_sample |
![[*]](cross_ref_motif.jpg) |
|
mib_lightmap_write |
![[*]](cross_ref_motif.jpg) |
|
|
|
Next: 1.2 Texture Space Mapping
Up: 1. Base Shaders
Previous: 1. Base Shaders
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