Contour Contrast Shaders
There are two built-in contour contrast shaders. Contour
contrast shaders specify where there should be a contour by
comparing the information stored by the contour store shader during
sampling. The two contour contrast shaders are designed to be
paired with the standard and simple contour store shaders described
above, respectively.
contour_contrast_function_levels
"contour_contrast_function_levels" (
scalar "zdelta",
scalar "ndelta",
boolean "diff_mat",
boolean "diff_label",
boolean "diff_index",
boolean "contrast",
integer "min_level",
integer "max_level"
)
- zdelta
- is the minimum depth difference required to cause a contour,
measured in coordinate units.
- ndelta
- is the minimum angle difference between normal vectors required
to cause a contour, measured in degrees.
- diff_mat
- if set to on, causes a contour between different
materials.
- diff_label
- if set to on, causes a contour between different
object labels. It can be used to outline objects.
- diff_index
- if set to on, causes a contour between different
triangles. It can be used to draw triangle wireframes.
- contrast
- if set to on, causes a contour between colors that
exceed the contrast threshold specified in the options block. In
the case of semitransparent object, contrasts caused by other
objects behind the semitransparent object are taken into
account.
- min_level
max_level
- limit contours to ray generations of at least min_level and at
most max_level. Every reflection and refraction counts as one
level. For example, to exclude contours around reflections and
refractions, set max_level to 0.
contour_contrast_function_levels_simple
This shader can be used for very fast contour computations along
with contour_store_function_simple if only the outlines of
objects need to have contours (and if they should only have simple
contours). This shader has no parameters.
contour_contrast_function_simple
"contour_contrast_function_simple" ()
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