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For each object to get a different variation, you need to select something unique about them to create a unique seed. You have a choice between the object's id and the object's name.
These attributes are created by the software outputing outputting the RIB and depending on your host, one may work better than the other.- 0:

ValueSourceDepends on
0
Object id

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Attribute "identifier" "float id"

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1

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Object Name

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Attribute "identifier" "string name"

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| *RIB*: ``int randomSource``
| *Default*: 0

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titleTech Notes
RIB
int randomSource
Default
0

Seed

When set to zero, all PxrMultiTexture patterns using the same manifold will compute the same random seed. If you want one of these patterns to compute a different variation, set the randomSeed to a non-zero value:| *RIB*: ``float randomSeed``
| *Default*:

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titleTech Notes
RIB
float randomSeed
Default
0.0

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Hue

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Limit random hue shift. Ranges from 0 (no variation) to 1 (full
variationfull variation).| *RIB*: ``float randomHue``
| *Default*:

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titleTech Notes
RIB
float randomHue
Default
0.0

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Saturation

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Limit random saturation scale. Ranges from 0 (no variation) to 1 (full
variationfull variation).| *RIB*: ``float randomSaturation``
| *Default*:

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titleTech Notes
RIB
float randomSaturation
Default
0.0

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Luminance

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Limit random luminance scale. Ranges from 0 (no variation) to 1 (full
variationfull variation).| *RIB*: ``float randomLuminance``
| *Default*:

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titleTech Notes
RIB
float randomLuminance
Default
0.0

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Gamma

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Limit random gamma variation. Ranges from 0 (no variation) to 1 (full
variationfull variation).| *RIB*: ``float randomGamma``
| *Default*:

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titleTech Notes
RIB
float randomGamma
Default
0.0

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Hue Mode

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How the color hue will be variedrandomized:- 0: Centered -- the

ValueModeDescrition
0CenteredThe variation will be centered around the current value

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1

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Additive

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the variation will be added to the current value

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2

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Substractive

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the variation will be substracted from the current value

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| *RIB*: ``int hueMode``
| *Default*: 0

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titleTech Notes
RIB
int hueMode
Default
0

Saturation Mode

How the color saturation will be variedrandomized:- 0: Centered -- the

ValueModeDescrition
0CenteredThe variation will be centered around the current value

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1

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Additive

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the variation will be added to the current value

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2

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Substractive

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the variation will be substracted from the current value

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| *RIB*: ``int saturationMode``
| *Default*: 0

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Expand
titleTech Notes
RIB
int saturationMode
Default
0

Luminance Mode

How the color luminance will be varied:randomized:

ValueModeDescrition
0CenteredThe variation will be centered around the current value
1Additivethe variation will be added to the current value
2Substractivethe variation will be substracted from the current value

- 0: Centered -- the variation will be centered around the current value.
- 1: Additive -- the variation will be added to the current value.
- 2: Substractive -- the variation will be substracted from the current value.

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How the color gamma will be varied:

ValueModeDescrition
0CenteredThe variation will be centered around the current value
1Additivethe variation will be added to the current value
2Substractivethe variation will be substracted from the current value

- 0: Centered -- the variation will be centered around the current value.
- 1: Additive -- the variation will be added to the current value.
- 2: Substractive -- the variation will be substracted from the current value.

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