Bookshelf Contents Next Glossary Index Search

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


Bookshelf Contents Next Glossary Index Search

[email protected]
Copyright © 1998, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved.