

These attributes are created by the software outputting the RIB and depending on your host, one may work better than the other. You have a choice between the object's id and the object's name. Random Sourceįor each object to get a different variation, you need to select something unique about them to create a unique seed. PxrMultiTexture can use those coordinates to compute a random seed to drive local variations. Manifold patterns outputting a multi manifold encode which texture should be used using a 2D coordinate system. This will apply the sRGB transform to your texture, which should make it appear visually linear again. If you are painting textures in sRGB space (default for most paint packages) but viewing your data in data linear space, your textures will look washed out. LinearizeĪpply the reverse sRGB transform your texture. If there is an error opening the texture, use this alpha. If there is an error opening the texture, use this color.

Selects whether to interpolate between adjacent resolutions in the multi-resolution texture, resulting in smoother transitions between levels.

If you're interested in making a nice noise generator, Shadertoy has a lot of noise shaders featuring different variants of Perlin noise with different properties (isotropic or not, configurable smoothness and bandwidth) and is worth looking at for inspiration as well as implementation hints.Specifies how much to blur the image retrieved from the texture file. In your own code, if you are using a 2D vector to store your texture co-ordinates, you can use a single noise function that returns a 2D vector, to get the same effect in one line of code. Really, the two noise() calls, added to s and t, are acting to generate a single 2D noise vector. As you're adding it to another float ( u or v), you'll get a float in this code. In RSL, the noise() function can return any type you like: a float, a color, a point, or a vector. It sets the domain that the noise varies over: world space co-ordinates. Remember that the only use of this transformed point is as an input (like a seed) to the Perlin noise generator. If not, you'll need to multiply by the object's transformation matrix. Maybe you've done this already before computing the texture co-ordinates. In your C# implementation, you'll also need to transform the point being shaded from camera space to the object's co-ordinate system. Most lighting calculations should be done in camera space, but evaluating a noise function should be in the object's co-ordinate system, because you want the noise to stay the same as the object moves through world space. It goes on to give a case like this as an example. It just so happens to be that "current" is "camera" for PRMan*, but you should never count on this behavior - it is entirely possible that other RenderMan compliant renderers (including future renderers from Pixar) may use some other space (like "world") as "current" space. Exactly which coordinate system is "current" is implementation-dependent. The Renderman Shading Guidelines have this to say about it:Īt the start of shader execution, all point, vector, normal, and matrix variables are expressed in the "current" coordinate system. (There are also vtransform() and ntransform() for transforming direction vectors and normal vectors, respectively.) The string argument names the co-ordinate space to transform into.

What I don't understand is what the transform function does, which is supposed to map the 3d point P into the "shader" space, and how can it be implemented.Īlso, I'm not sure whether noise(x) returns a 3d point, a float (would make more sense) and if I can use a simple 2d implementation of Perlin's noise to reach the same desired effect.Īs you've surmised, the transform() function transforms points from one co-ordinate space to another. $snoise(x)$ is defined as $(noise(x)*2)-1$, mapping noise from $$ to $$, and in the RenderMan documentation $noise(P)$ where P is a point, returns a value based on some noise (most likely perlin or lattice). Transforming the image on the left to that on the right.įrom what I undestood, instead of accessing coordinate $(s,t)\in$ we access slighty perturbed coordinates $(ss,tt)$ and display them at place $(s,t)$, thus creating an image that looks slightly perturbed.
RENDERMAN TEXTURES CODE
The following code is in Renderman language: Perlin et al" (page 91 if anyone has it), which distorts an image. I am trying to implement (in C#) an image perturbation algorithm presented in the book "Texturing and modeling - K.
