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- Path: sparky!uunet!cs.utexas.edu!ut-emx!skye
- From: donovan@skye (Donovan Kolbly)
- Newsgroups: comp.sys.next.programmer
- Subject: A more complicated RenderMan question -- trace()?
- Keywords: RenderMan, NeXTSTEP 3.0
- Message-ID: <85534@ut-emx.uucp>
- Date: 18 Dec 92 05:21:36 GMT
- Sender: news@ut-emx.uucp
- Reply-To: dkolbly@ccwf.utexas.edu
- Lines: 27
-
- OK, prman gurus out there:
-
- I am trying to do reflections in surfaces (a nice, obvious sort of
- thing to want a renderer to do.) I can make environment maps work, but
- they don't seem suitable for close-quarters reflections (the RM
- Companion even says so.)
-
- So, the question is: Does "trace()" do what it sounds like it should
- do (that is, actually trace rays), or does it only consider light
- sources? The RM Companion implies that it is up to the renderer, a la
- illuminate(). So then, what does prman do? illuminate() SEEMS to only
- consider light sources. prman doesn't seem to be implement shaders
- using trace(), and thinks it wants only one argument anyway!? What is
- going on here?
-
- The results oriented question: How can I get good, up close,
- convoluted reflections?
-
- The knowledge oriented question: What is the philosophy of prman in
- this regard? For that matter, what is the definitive spec of the
- implementation of prman on the NeXT. I can't afford Pixar's RenderMan
- toolkit.
-
- Enough rambling. Is there a renderman newsgroup?
-
- -- Donovan Kolbly
- dkolbly@cs.utexas.edu
-