Classes | |
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... | |
Modules | |
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.