PHONG |
THE BOX'S MAIN HELP: This function returns a color. The color is the sum of the contributions of all the light sources on the surface multiplied by the co-efficient and the surface color. OUT = CS * Kd * phong(faceforward(normalize(NN),II),II,exp). refer to page 316 in the RenderMan Companion. Ks (input): Must be a float. Defaults to 1.0. This is the co-efficient for the phong function. It controls the intensity of the returned color. For best results Ks should range from [0,1]. refer to page 316 in the RenderMan Companion. CS (input): Must be a color. This is the surface color. It tints the color returned from the phong function. refer to page 316 in the RenderMan Companion. NN (input): Must be a normal. The default is the surface normal, N. This is the normal of the surface point to be shaded, P. If the surface point P has been changed, calculatenormal(P) should be used to recalculate N before shading. refer to page 316 in the RenderMan Companion. II (input): Must be a point. The default is incidence vector, I. refer to page 316 in the RenderMan Companion. exp (input): Must be a float. It is the exponent which determines the falloff rate of the highlights. The larger the exponent, the shinier the surface appears. refer to page 316 in the RenderMan Companion. OUT (output): This function returns a color. The color is the sum of the contributions of all the light sources on the surface multiplied by the co-efficient and the highlight color. OUT = CS * Ks * phong(faceforward(normalize(N),I),normalize(-I),exp); refer to page 316 in the RenderMan Companion. |
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