ri.Light('PxrRectLight', 'areaLight', {'float exposure': [3]}) ri.AttributeEnd() ri.TransformEnd() ####################################################################### # end lighting ####################################################################### # set the pattern generation to be from our osl band shader ri.Pattern("layer", shaderName) # first teapot ri.AttributeBegin() # the colour from the shader is driven by noise, metallic by the noise green channel via the noiseToFloat ri.Bxdf("PxrDisney", "bxdf", {"reference color baseColor": ["%s:Cout" % shaderName]}) drawTeapot(ri, x=-1, ry=-45) ri.AttributeEnd() ri.Pattern( "layer", shaderName, { "color baseColour": [1.0, 1.0, 1.0], "color lineColour1": [1.0, 0.0, 0.0], "color lineColour2": [0.0, 0.0, 0.0], "float fuzz": [0.2], "float repeatU": [4], "float repeatV": [2] }) # second teapot ri.Bxdf("PxrDisney", "bxdf", {"reference color baseColor": ["%s:Cout" % shaderName]}) drawTeapot(ri, ry=-45) ri.Pattern(
ri.AttributeBegin() # the colour from the shader is driven by noise, metallic by the noise green channel via the noiseToFloat drawCube(ri,x=-1,y=0.5,ry=-frame,sx=0.5,sy=0.5,sz=0.5) ri.AttributeEnd() ri.Pattern("tile","tileShader", {"color C1" : [0.0 ,1.0,0.0], "color C2" : [1.0 ,0.0,0.0], "float repeat" : [3]}) # second teapot drawCube(ri,y=0.5,rx=frame,ry=-45,sx=0.5,sy=0.5,sz=0.5) # third teapot drawTeapot(ri,x=1,ry=frame) # floor ri.TransformBegin() ri.Pattern("tile","tileShader", {"color C1" : [1.0 ,1.0,1.0], "color C2" : [1.0 ,0.0,0.0], "float edgeSize" : [0.01], "float fuzz" : [0.01]}) s=2.0 face=[-s,0,-s, s,0,-s,-s,0,s, s,0,s] ri.Patch("bilinear",{'P':face}) ri.TransformEnd() # end our world ri.WorldEnd()
ri.Light('PxrRectLight', 'areaLight', {'float exposure': [3]}) ri.AttributeEnd() ri.TransformEnd() ####################################################################### # end lighting ####################################################################### # first teapot ri.Bxdf( "PxrDisney", "bxdf", { "color baseColor": [0.8, 0.2, 0.2], "float roughness": [0.5], "float clearcoat": [0.2], "float clearcoatGloss": [1] }) drawTeapot(ri, x=-1) # second teapot ri.Bxdf( "PxrDisney", "bxdf", { "color baseColor": [0.8, 0.2, 0.2], "float roughness": [0.5], "float clearcoat": [0.5], "float clearcoatGloss": [1] }) drawTeapot(ri) # third teapot ri.Bxdf( "PxrDisney", "bxdf", { "color baseColor": [0.8, 0.2, 0.2],
ri.AttributeBegin() ri.Bxdf( "PxrDisney", "bxdf", { "color baseColor": [1.0, 1.0, 1.0], "float metallic": [1], "float roughness": [0], "float specular": [0.5] }) ri.Procedural2( ri.Proc2DelayedReadArchive, ri.SimpleBound, { "string filename": ["shaderBall.zip!chromeBall.rib"], "float[6] __bound": [-2, 2, 0, 2, -2, 2] }) drawTeapot(ri, x=19, y=0, z=-9, ry=-60, sx=1.2, sy=1.2, sz=1.2) ri.AttributeEnd() ri.AttributeBegin() ri.Pattern("PxrTexture", "colourChecker", {"string filename": "checker.tx"}) ri.Bxdf("PxrDisney", "bxdf", { "reference color baseColor": ["colourChecker:resultRGB"], }) ri.Procedural2( ri.Proc2DelayedReadArchive, ri.SimpleBound, { "string filename": ["shaderBall.zip!colChecker.rib"], "float[6] __bound": [-2, 2, 0, 2, -2, 2] }) ri.AttributeEnd()