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- Path: sparky!uunet!ogicse!reed!lydgate
- From: lydgate@reed.edu (Chris Lydgate)
- Newsgroups: comp.sys.next.programmer
- Subject: Renderman surface mapping problem
- Message-ID: <1992Jul30.084334.9893@reed.edu>
- Date: 30 Jul 92 08:43:34 GMT
- Article-I.D.: reed.1992Jul30.084334.9893
- Organization: Reed College, Portland, OR
- Lines: 37
-
-
- Help!
-
- I've been soundly defeated in my effort to do surface mapping in the
- 3DKit. The Renderman Companion (TRC) says this is done by using a
- surface shader. But the shaders in /NextLibrary/Shaders which look
- like candidates, ie "texmap.slo", I can't get them to work.
-
- In general, I can successfully tell an N3DShader to read a .slo file,
- set its instance variables, and then associate that shader with an
- N3DShape. For many shaders, this works perfectly.
-
- The "texmap.slo" shader has a "texturemap" i-var, which (I guess) is
- supposed to be set to a texture file. However, setting this i-var
- never seems to
- /NextLibrary/Textures..
-
- TRC (p 253) lists a fragment for doing what I want (mapping an
- image file onto a surface) but it makes use of an imaginary shader
- called "mytexture". It says that such shaders
- are easy to write, but does not say how.
-
- Basically, I'm wondering:
-
- 1) How do I map a texture file onto a surface using the 3DKit?
-
- 2) If there's no standard shader for doing this, how could I write
- one?
-
- 3) How can I create a texture file from, say, a TIFF file? (I know
- about RiMakeTexture(), but the documentation is vague about file
- formats.)
-
- Thanks in advance,
-
- Chris Lydgate
- chris@insight.com
-