Contents
- Contents
- About This Manual
- Introducing SDL
- Renderers
- RayCasting
- How It Works
- RayTracing
- How It Works
- PowerCaster and PowerTracer
- C Pre-Processor "#include" Statements
- Setting Up Include Files
- Recreating the SDL File for Rendering
- The Rendering Pipeline
- Command Line Options
- Usage
- Options
- PowerCaster and PowerTracer Options
- Examples
- Example 1
- Example 2
- Inserting comments in SDL
- Scene Description Language Reference
- Designing SDL
- Notation
- Layout
- New Keyword Equivalents\
- SDL File Roadmap
- DEFINITION Section
- Render Parameters
- ENVIRONMENT Section
- MODEL Section
- Creating Data Items
- Declaring Variables
- Specifying Literals
- Data Types
- Array Data Type
- Camera Data Type
- active
- aspect
- aspect_ratio_pixel
- auto_focus
- depth_file
- depth_of_field
- far
- filmaperture_x
- filmaperture_y
- filmoffset_x
- filmoffset_y
- focal_distance
- focal_length
- fov
- f_stop
- mask
- matte_depth
- matte_order
- matte_plane
- motion_blur
- near
- perspective
- pix
- placement_fit_code
- placement_shift
- scaling_factor
- twist
- units_to_feet
- up
- view
- viewport
- win_xsize
- win_ysize
- Curve Data Type
- cvs
- degree
- knots
- CV Data Type
- Face Data Type
- active
- boundaries
- casts_shadow
- clusters
- cvs
- degree
- divisions
- knots
- light_list
- motion_blur
- motion_blur_shading_samples
- motion_blur_texture_sample_level
- particle_collisions
- shader
- Filename Data Type
- Light Data Type
- active
- ambient_shade
- arc
- bias
- color
- concentric
- cone_end_radius
- decay
- decay_start
- depth_input
- depth_output
- direction
- directional
- directionality
- directional_turbulence
- dropoff
- dropoff_start
- flare_color
- flare_color_spread
- flare_focus
- flare_horizontal
- flare_intensity
- flare_length
- flare_num_circles
- flare_max_size
- flare_min_size
- flare_vertical
- fog_intensity
- fog_opacity
- fog_radial_noise
- fog_samples
- fog_spread
- fog_star_level
- fog_type
- fog_2D_noise
- force_type
- force_intensity
- glow_intensity
- glow_opacity
- glow_radial_noise
- glow_rotation
- glow_spread
- glow_star_level
- glow_type
- glow_2D_noise
- halo_intensity
- halo_spread
- halo_type
- hexagon_flare
- intensity
- LENS_FLARE
- model
- noise_threshold
- noise_uoffset
- noise_uscale
- noise_voffset
- noise_vscale
- penumbra
- radial
- radial_noise_frequency
- shadow
- shadow_dither
- shadowmult
- shadowoffset
- shadow_blend_offset
- shadow_edge_quality
- shadow_min_depth
- shadow_output
- shadow_resolution
- shadow_samples
- shape
- shine_along
- size
- soft_shadows
- specular
- split_velocity_min
- spread
- star_points
- torus_radius
- turbulence_animated
- turbulence_granularity
- turbulence_intensity
- turbulence_persistence
- turbulence_roughness
- turbulence_space_resolution
- turbulence_spread
- turbulence_time_resolution
- turbulence_variability
- up
- use_old_shadow_map_algorithm
- use_shadow_map
- Particle system keywords
- psys_bend_u
- psys_bend_v
- psys_blob_lighting
- psys_blob_map
- psys_blob_noise
- psys_blob_noise_frequency
- psys_blob_threshold
- psys_blur_quality
- psys_branch_angle
- psys_buoyancy
- psys_collisions
- psys_color
- psys_curl
- psys_density
- psys_elasticity
- psys_emission
- psys_end_frame
- psys_filename
- psys_friction
- psys_glow_intensity
- psys_hair_length_max
- psys_hair_length_min
- psys_hair_stiffness
- psys_hair_segments
- psys_hit_method
- psys_incandescence
- psys_lifespan_min
- psys_lifespan_max
- psys_mass
- psys_motion_type
- psys_num_children
- psys_parent_shading
- psys_particles_per_sec
- psys_randomization
- psys_render_type
- psys_size
- psys_speed
- psys_speed_decay
- psys_speed_range
- psys_split_time
- psys_start_frame
- psys_surface_shading
- psys_time_random
- psys_translucence
- psys_transparency
- psys_use_particle_file
- Motion_curve Data Type
- Parameter_curve Data Type
- Parameter_vertex Data Type
- Patch Data Type
- active
- casts_shadow
- clusters
- curvature
- cvs
- divisions
- doublesided
- end
- light_list
- mate_curve
- mate_patch
- mate_type
- motion_blur
- motion_blur_shading_samples
- motion_blur_texture_sample_level
- name
- particle_collisions
- opposite
- shader
- shared_edge
- start
- subdivide
- trim_region
- trim_hole
- type
- uclosed
- uknots
- vclosed
- vknots
- udegree
- vdegree
- Polyset Data Type
- active
- casts_shadow
- clusters
- doublesided
- light_list
- motion_blur
- motion_blur_shading_samples
- motion_blur_texture_sample_level
- norm
- opposite
- particle_collisions
- polygon_areas
- polygon
- polygons
- shader
- smooth
- st
- texture_vertices
- vertex_normals
- vertices
- Scalar Data Type
- Shader Data Type
- bump
- color
- diffuse
- displacement
- eccentricity
- fill_color
- glow_intensity
- glow_rotation
- hide_glow_source
- incandescence
- matte_fraction
- model
- opacity_depth
- reflect_background
- reflection
- reflection_limit
- reflectivity
- refraction_jitter
- refraction_limit
- refraction_samples
- refractive_index
- respect_reflection_map
- shading_map
- shadow_level_limit
- shinyness
- specular
- specular_rolloff
- split_velocity_min
- surface_width
- translucence
- translucence_depth
- transparency
- transparency_shade
- u_patch_lines
- use_background_color
- use_fill_color
- v_patch_lines
- Texture Data Type
- active
- amult
- aoffset
- aout
- blurmult
- bluroffset
- chord_length
- filter
- mirror
- offset
- repeat
- rotate
- rgbmult
- rgboffset
- rgbout
- scale
- translate
- wrap
- worldspace
- Transformation Data Type
- Trim boundary Data Type
- Trim b-spline Data Type
- Trim curve vertex Data Type
- Trim edge Data Type
- Trim face Data Type
- Trim_vertex Data Type
- Triple Data Type
- Using Data Items
- System Defined Variables
- aalevelmax
- aalevelmin
- aathreshold
- byframe
- endframe
- frame
- jitter
- quiet
- startframe
- xleft
- xright
- yhigh
- ylow
- System Defined Constants
- FALSE
- OFF
- ON
- TRUE
- xaxis
- yaxis
- zaxis
- Expressions
- Primary Expressions
- Variables
- Unary Operator Expressions
- Binary Operator Expressions
- Functions
- animate
- cl() [formerly cluster()]
- constrain( )
- current_position
- current_transformation
- ease
- extract
- fmod
- gamma
- gauss
- motion
- rand
- sign
- srand
- warp
- Procedural Textures and Natural Phenomena
- Common Texture Parameters
- Common Parametric (2D) Texture Parameters
- Solid and Environmental Texture Parameters
- Fog
- Layered Fog
- Bulge
- Checker
- Cloth
- File
- Grid
- Fractal
- Mountain
- Noise
- Ramp
- Stencil
- Water
- Solid Textures and Transformations
- sFile
- Granite
- Leather
- sCloud
- sFractal
- sRock
- sMarble
- Snow
- sWood
- Volume
- Environment maps
- Environment Maps and Transformations
- Ball
- Chrome
- Sphere
- Cube
- Sky
- 3D Programming Techniques
- Creating Rendered Cubic Environment Maps
- Road Map
- Reflection Map for a Non-planar Object in the Scene
- Reflection Map for a Reflective Plane
- Creating projectile movement
- General Principles
- Terrestrial Cannon Ball
- Roman Candle
- Snow Storm
- Programming Movement with Constraints
- Piston Rod Example
- A Robot Arm
- An Introduction to Dynamics
- General Approach: Mass Spring Systems
- Damping
- Extending to More Dimensions - Animating a Chain
- Cloth and Drapery
- Three Dimensional Systems: Jelly and Snakes
- Creating Fiery Smoke
- Overview
- Creating Smoke
- Animating a Sunrise
- The Scene
- The Animation
- Animating the Water
- Animating the Sun
- Animating the Clouds
- Compensating for Brightness Changes
- A Caveat About Rendering Times
- Creating a Tree
- Overview
- Branching and Looping
- Dynamic Model of Simple Tree Growth
- Rendering Tips
- Creating Rendered Stereo Pairs
- DEFINITION Section Changes
- Showing Stereo Images:
- Helpful Hints for Stereo Image Modeling
- SDL Reserved Words
- Index
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reserved.