元になるRIBの記述で注意点としてpointlightの記述はWorldBeginの外に書いてあるとRibfilterはシャドーマップRIBを出してくれない。
WorldBeginの内側、すぐ下に記述した。
今回はBMRTのサンプルSkylight.ribをちょっといじってみた。
なかなか面白いですね。ありがとうございます。
##RenderMan RIB-Structure 1.0
version 3.03
#Option "limits" "zthreshold" [0.5 0.5 0.5]
#Option "shadow" "bias0" [0.15] "bias1" [0.2]
#Option "limits" "texturememory" [4096]
#
# fakesky04.rib
PixelSamples 3 3
Projection "perspective" "fov" [18]
Format 480 360 1
Display "fakesky4.tif" "file" "rgba"
##CameraOrientation 2 20 5 0 0 1.5 -0.0170699 -0.170699 0.985175
ConcatTransform [0.995037 -0.0170699 -0.0980286 0 -0.0995037 -0.170699 -0.980286 0 1.86265e-09 0.985175 -0.17155 0 0 0 0 1]
Translate -2 -20 -5
WorldBegin
LightSource "ambientlight" 1 "intensity" [0.2 ]
LightSource "shadowpoint" 2 "intensity" [700] "from" [2 4.5 20] "width" [2] "float samples" [32] "string sfpx" ["fakesky4.rib.sdwMap.2px"] "string sfpy" ["fakesky4.rib.sdwMap.2py"] "string sfpz" ["fakesky4.rib.sdwMap.2pz"] "string sfnx" ["fakesky4.rib.sdwMap.2nx"] "string sfny" ["fakesky4.rib.sdwMap.2ny"] "string sfnz" ["fakesky4.rib.sdwMap.2nz"]
AttributeBegin
Color [.2773 .2855 .6679]
Surface "DPCloudplane"
Sphere 50 -50 50 360
AttributeEnd
AttributeBegin
Scale 10 10 10
Translate 0 0 -0.25
Declare "Kr" "float"
Surface "LGAntialiasedChecks" "color color1" [0.9 0.5 0.5]
Patch "bilinear" "P" [-1 -1 .005 1 -1 .005 -1 1 .005 1 1 .005]
AttributeEnd
AttributeBegin
Attribute "displacementbound" "float sphere" [0.5]
Displacement "cloth" "float freq" [12.0] "float depth" [0.6]
Surface "plastic"
Color [ .75 .75 .75 ]
Translate -2 -1.5 0
Rotate 20 0 0 1
Sphere 2 -2 2 360
AttributeEnd
AttributeBegin
Attribute "identifier" "name" [ "_EV_n1" ]
Color [0.9 0.7 0.4]
Surface "shinymetal" "Kr" [0.7] "float roughness" [0.1] "string texturename" ["fakesky4.rib.envMap.1"]
Translate 2 -3 0
Rotate 60 0 0 1
Sphere 2 -2 2 360
AttributeEnd
WorldEnd
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