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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 |