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1.1 Overview

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 [*]
  mib_texture_remap [*]
  mib_texture_rotate [*]
  mib_bump_basis [*]
  mib_bump_map [*]
  mib_passthrough_bump_map [*]
Environments mib_lookup_spherical [*]
  mib_lookup_cube1 [*]
  mib_lookup_cube6 [*]
  mib_lookup_cylindrical [*]
  mib_lookup_background [*]
Textures mib_texture_lookup [*]
  mib_texture_filter_lookup [*]
  mib_texture_checkerboard [*]
  mib_texture_polkadot [*]
  mib_texture_polkasphere [*]
  mib_texture_turbulence [*]
  mib_texture_wave [*]
Sample Compositing mib_reflect [*]
  mib_refract [*]
  mib_transparency [*]
  mib_opacity [*]
  mib_dielectric [*]
  mib_ray_marcher [*]
  mib_twosided [*]
  mib_refraction_index [*]
Illumination mib_illum_lambert [*]
  mib_illum_phong [*]
  mib_illum_ward [*]
  mib_illum_ward_deriv [*]
  mib_illum_cooktorr [*]
  mib_illum_blinn [*]
Data Conversion mib_color_alpha [*]
  mib_color_average [*]
  mib_color_intensity [*]
  mib_color_interpolate [*]
  mib_color_mix [*]
  mib_color_spread [*]
Geometry mib_geo_cube [*]
  mib_geo_sphere [*]
  mib_geo_cone [*]
  mib_geo_cylinder [*]
  mib_geo_torus [*]
  mib_geo_square [*]
  mib_geo_instance [*]
  mib_geo_instance_mlist [*]
  mib_geo_add_uv_texture [*]
Photon mib_photon_basic [*]
Light mib_light_point [*]
  mib_light_spot [*]
  mib_light_infinite [*]
Shadow mib_shadow_transparency [*]
Light Mapping mib_lightmap_sample [*]
  mib_lightmap_write [*]
     


next up previous contents
Next: 1.2 Texture Space Mapping Up: 1. Base Shaders Previous: 1. Base Shaders
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