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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:
Value | Source | Depends on |
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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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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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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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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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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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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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Hue Mode
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How the color hue will be variedrandomized:- 0: Centered -- the
Value | Mode | Descrition |
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0 | Centered | The 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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Saturation Mode
How the color saturation will be variedrandomized:- 0: Centered -- the
Value | Mode | Descrition |
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0 | Centered | The 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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Luminance Mode
How the color luminance will be varied:randomized:
Value | Mode | Descrition |
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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 |
- 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:
Value | Mode | Descrition |
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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 |
- 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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