TRANSFORM Click box to see full description |
This function transforms the input point, PP from the "FROM" coordinate system into the "TO" coordinate system. The available coordinate systems are: "world", "camera", "object", "shader", "screen", "NDC" and "raster". A matrix may also be used to tramsform the point, PP. |
NTRANSFORM Click box to see full description |
This function transforms the input normal, NN from the "FROM" coordinate system into the "TO" coordinate system. The available coordinate systems are: "world", "camera", "object", "shader", "screen", "NDC" and "raster". A matrix may also be used to tramsform the normal, NN. |
VTRANSFORM Click box to see full description |
This function transforms the input vector, V from the "FROM" coordinate system into the "TO" coordinate system. The available coordinate systems are: "world", "camera", "object", "shader", "screen", "NDC" and "raster". A matrix may also be used to tramsform the vector, V. |
CALCULATENORMAL Click box to see full description |
Result is the normal vector associated with point PP. OUT = dPdu ^ dPdv. |
CROSSPRODUCT Click box to see full description |
Result is the vector perpendicular to both A and B. |AxB| = |A||B|sin@, where @ is the angle between A and B. |
DOTPRODUCT Click box to see full description |
This function returns a float derived by multiplying the corresponding components of A and B and then summing the products. A.B = |A||B|cos@, where @ is the angle between A and B. |
FACEFORWARD Click box to see full description |
Result is NN, if NN and II form an acute angle when placed head to tail, otherwise the result is -NN. refer to page 328 in the RenderMan Companion. |
NORMALIZE Click box to see full description |
Result is a unit length vector, a vector of magnitude 1, in the same direction as input A. |
AREA Click box to see full description |
Result is the area of point PP in pixels, the screen space PP occupies. This function is valuable in calculating anti-aliasing filters and maximum noise frequencies. |
DEPTH Click box to see full description |
This function returns the distance in z of point PP from the camera. The results are normalized such that points on the near clipping plane are 0, and those on the far clipping plane are 1. refer to page 330 in the RenderMan Companion. |
DISTANCE Click box to see full description |
This function returns the distance between A and B. |
LENGTH Click box to see full description |
This function returns the length of vector A. |
ROTATE Click box to see full description |
This is a transformation function which rotates the input point, Q by the angle A about the axis described by points P0 and P1. |
ROTATE2D Click box to see full description |
This is a transformation function which rotates the input point, Q by the angle A radians about the axis described by points P0 and P1. |
TWIST Click box to see full description |
This function twists the input point, Q about itself by angle A. |
PTLINEDISTANCE Click box to see full description |
This function returns the perpendicular distance between point Q and the line defined by A and B. |
DETERMINANT Click box to see full description |
This function returns the determinant of matrix M. | M1x M2x M3x 0 | = M1x * ((M2y*M3z) - (M3y*M2z)) - | M1y M2y M3y 0 | M2x * ((M1y*M3z) - (M3y*M1z)) + | M1z M2z M3z 0 | M3x * ((M1y*M2z) - (M2y*M1z)). | 0 0 0 1 | |
INVERSEMATRIX Click box to see full description |
This function returns the inverse of matrix A; i.e. (1/A). |
ROTATEMATRIX Click box to see full description |
This function concatenates M to the transformation matrix with a rotation of A degrees about the axis Q. |
SCALEMATRIX Click box to see full description |
This function concatenates M to the transformation matrix with the scale defined by S. |
TRANSLATEMATRIX Click box to see full description |
This function concatenates M to the transformation matrix with the translation defined by T. |
MATRIXDIVIDE Click box to see full description |
This function concatenates matrices A and 1/B. |
MATRIXMULTIPLY Click box to see full description |
This function concatenates matrices A and B. This operation is not communitive in the way mupliplication is. |
TRANSFORMM Click box to see full description |
This function transforms the input point, PP from the "FROM" coordinate system and then through matrix M. The available coordinate systems are: "world", "camera", "object", "shader", "screen", "NDC" and "raster". |
NTRANSFORMM Click box to see full description |
This function transforms the input normal, NN from the "FROM" coordinate system and then through matrix M. The available coordinate systems are: "world", "camera", "object", "shader", "screen", "NDC" and "raster". |
VTRANSFORMM Click box to see full description |
This function transforms the input vector, V from the "FROM" coordinate system and then through matrix M. The available coordinate systems are: "world", "camera", "object", "shader", "screen", "NDC" and "raster". |
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