User guide
345
Control (UI) Default Value Function
diffusehitmode primitive When set to primitive, the Cs and Os vertex variables (or
Color and Opacity attributes) associated with the hit
object are used as the color and opacity of the hit point,
without any further shading computation.
specularhitmode shader When set to primitive, the Cs and Os vertex variables (or
Color and Opacity attributes) associated with the hit
object are used as the color and opacity of the hit point,
without further shading computation. When set to
cache, the color and opacity are found by looked up in a
point cloud or brick map. The point cloud or brick map
file names are specified using the attributes
diffusehitcache, and the channels in the file are
specified with attributes diffusehitcolorchannel, and
diffusehitopacitychannel. These optimizations can
reduce render time since potentially expensive shaders
are not run on the hit object. If the mode is shader, then
the shader attached to the hit primitive is run to compute
the color and opacity.
transmissionhitmode shader See entry for specularhitmode.
camerahitmode shader See entry for specularhitmode.
shadingrate [ 1.0, 1.0 ] The number of shading calculations per primitive is
controlled by the current shading rate. The shading rate
is expressed in pixel area. If geo- metric primitives are
broken down into polygons and each polygon is shaded
once, the shading rate is interpreted as the maximum size
of a polygon in pixels. A rendering program will shade at
least at this rate, although it may shade more often.
Whatever the value of the shading rate, at least one
shading calculation is done per primitive. A shading rate
of RI_INFINITY specifies that shading need only be done
once per polygon. A shading rate of 1 specifies that
shading is done at least once per pixel. This second case is
often referred to as Phong shading.
5 NODES L-Q | PRMANOBJECTSETTINGS