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21 Cards in this Set

  • Front
  • Back
noise(p)
float
Perlin noise of a float or point
xcomp(p)
float
X component of a point
ycomp(p)
float
Y component of a point
zcomp(p)
float
Z component of a point
setxcomp(p,v)
----------------------
Set X component of a point to the value of v
setycomp(p,v)
----------------------
Set Y component of a point to the value of v
setzcomp(p,v)
----------------------
Set Z component of a point to the value of v
texture( "name", s, t )
float, color
Return a color or a float from a texture
length(V)
float
Euclidean length of vector V
calculateNormal(P)
vector
Returns the new surface normal at P
normalize(V)
vector
Returns unitized V
faceforward(V,I)
Return V flipped to point opposite I
Used for fixing aliasing - SC25 - RenderMan for Everyone

and face direction - RenderMan Shading Language Guide
diffuse(N)
float
Returns sum of all diffuse contributions to normal N
pow( x, y )
float
x to the yth power
mod( v, b )
float
modulo( v, b )
mix( c0, c1, t )
color
(1.-t)*c0 + t*c1
Uses t as a blending value between c0 and c1
smoothstep(min, max, val )
float
0. if v < min, 1. if v > max, else smooth interpolation from 0 to 1.
specular( N, eye, roughness )
typically written as:
specular( Nn, V, roughness )
float
Returns sum of all specular components to normal N and eye position eye
ceiling( v )
float
Smallest integer >= v
floor( v )
float
Largest integer <= v
round( v )
float
Closest integer to v