Classes | 
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| struct | xsimrLightIllumData | 
| If set by a shader, will be filled in by
Softimage's light shaders to contain a separated light and shadow
information. Also contains the amount of contribution this light
gives to the diffuse and specular components of the shading model.
More... | 
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Modules | 
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| RenderMap Define | |
| #define | XSIMR_LIGHTILLUMDATA_KEY "xsiLID" | 
| #define | XSIMR_RENDERMAPDATA_LABEL 0x2C1ACA | 
| enum | 
xsimrCurveExtrapolation { XSIMR_CE_CONSTANT = 1, XSIMR_CE_END_GRADIENT = 2, XSIMR_CE_CYCLE = 3, XSIMR_CE_CYCLE_RELATIVE = 4 }  | 
| enum | 
xsimrParticleShapeType { xsimrSHAPE_POINT, xsimrSHAPE_SEGMENT, xsimrSHAPE_DISC, xsimrSHAPE_RECTANGLE, xsimrSHAPE_SPHERE, xsimrSHAPE_BOX, xsimrSHAPE_CYLINDER, xsimrSHAPE_CAPSULE, xsimrSHAPE_CONE, xsimrSHAPE_BLOB, xsimrNB_SIMPLE_SHAPES, xsimrSHAPE_INSTANCE = 128 }  | 
In mental ray, light shaders usually return a combined light
color and shadowing information. To get a separated information
from the light, a shader calling the light sampling functions can
initialise this structure and pass it to the light shader using
mi_shaderstate_set with the key value of
XSIMR_LIGHTILLUMDATA_KEY. The light shader, if
successful, will fill in the appropriate information in the
structure.
| #define XSIMR_LIGHTILLUMDATA_KEY "xsiLID" | 
The key value to use to attach the data structure to the shader state
| #define XSIMR_RENDERMAPDATA_LABEL 0x2C1ACA | 
The magic number for querying rendermap userdata from a mental ray shader.
xsimrParticleShapeType xsimrParticleShapeType Enum Defines the particle shape types for rendering.