RSL
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Displacement Shader Algorithm
Displacement shaders alter the smoothness of a surface, however, unlike
bump mapping which mimics the appearance of bumpiness by reorientating
surface normals, displacement shading genuinly effects the geometry of a
surface. In the case of Pixars prman renderer, each object in a 3D scene
is sub-divided into a fine mesh of micro-polygons after which, if
a displacement shader has been assigned to an object, they are
"pushed" or "pulled" in a direction that is parallel to the original
surface normal of the micro-polygon. After displacing the micro-polygon
the orientation of the local surface normal(
The following algorithm lists the four basic steps that a displacement shader
generally follows in order to set the position (
To make a meaningful decision about the distance, if any, a micro-polygon should be displaced, a shader will make reference to the micro-polygon's,
plus other less obvious attributes of a micro-polygon. Such information is either directly or indirectly available in data the renderer makes available to a shader through the use of global variables. |
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Displacement Shading & Global Variables
The following table lists the global variables accessible to a displacement
shader. [List of global variables available to
surface shaders].
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© 2002- Malcolm Kesson. All rights reserved.