Mondo.sli






desc = "Mondo is provided in source code format to serve
		as an example of the RenderMan shading language and ATOR's
		texture coordinate interface. Refer to the source code for
		specific comments.  Please tailor this example to your
		own requirements (and rename it in the process).";

subtype = classic;

attrib Cs = {
	name = "Surface Color";
	desc = "The primary surface color. This color will act as filter
		for your colormap (if provided).";
	def = [1, 1, 1];
};

attrib DisplacementBound = {
	name = "Displacement Bound";
	desc = "If you have enabled Do Displacement, set the displacement
			bound to the absolute value of Bump Scale.  This value
			can greatly affect compute times so if Do Displacement is
			disabled, MAKE SURE to set this value to 0.";
	def = 0;
};

param abColorMap = {
	name = "Color Map";
	desc = "An image which controls the color variations across
			the surface";
	type = texture;
};

param abColorMapBlur = {
	name = "Color Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abUseColorMapAlpha = {
	name = "Use Color Map's Alpha";
	desc = "If your color map has an alpha channel and you wish to use
			it ask an opacity mask, check this parameter.";
	type = switch;
};

param abDiffuse = {
	name = "Diffuse";
	desc = "Controls the intensity of shading derived from
			diffuse lighting.  If you specify a diffuse map
			this value will multiply values coming through
			the map.";
	type = slider;
	range = [0 1];
};

param abDiffuseMap = {
	name = "Diffuse Map";
	desc = "A map to control the intensity of the diffuse
			shading coefficient.";
	type = texture;
};

param abDiffuseMapBlur = {
	name = "Diffuse Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abSpecular = {
	name = "Specular";
	desc = "Controls the intensity of highlights.  If you
			specify a specular map this value will multiply
			values coming through the map.";
	type = slider;
	range = [0 1];
};

param abSpecularMap = {
	name = "Specular Map";
	desc = "A map to control the specularity of the surface.";
	type = texture;
};

param abSpecularMapBlur = {
	name = "Specular Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abSpecularColor = {
	name = "Specular Color";
	desc = "Controls the highlight color.  If you specify
			a Specular Color Map, this parameter will filter
			the value derived from the map.";
};

param abSpecularColorMap = {
	name = "Specular Color Map";
	desc = "A map to control the color of the specular highlight.
			The specular map is filtered by the Specular Color
			parameter.";
	type = texture;
};

param abSpecularColorMapBlur = {
	name = "Specular Color Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abRoughness = {
	name = "Highlight Spread";
	desc = "Controls the falloff and spread of the highlight.
			This parameter will only have an effect if the
			specularity is non-zero.  This parameter is
			often referred to as \"roughness\"".;
	type = slider;
	range = [0 1];
};

param abRoughnessMap = {
	name = "Highlight Spread Map";
	desc = "A map to control highlight spread.  This map is
			multiplied by the highlight spread parameter.";
	type = texture;
};

param abRoughnessMapBlur = {
	name = "Roughness Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abTransparencyMap = {
	name = "Transparency Map";
	desc = "A map to control the transparency of the object.
			This map will be affected by the opacity of the object
			and its \"sense\" can be inverted with the
			Invert Transparency parameter.";
	type = texture;
};

param abInvertTransparencyMap = {
	name = "Invert Transparency";
	desc = "Inverts the sense of the transparency map.";
	type = switch;
	range = [0 1];
};

param abTransparencyMapBlur = {
	name = "Transparency Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abIncandescence = {
	name = "Incandescence";
	desc = "Controls the color of the component of the surface
			shading that is independant of lighting.  This
			component can make the object appear glowing or
			emitting light.  If you select an Incandescence
			Map, this value will act as a filter.";
	type = color;
};

param abIncandescenseMap = {
	name = "Incandescence Map";
	desc = "A map which controls the light emission from the surface.
			This value of this map will be filtered by the
			Incandescence color.";
	type = texture;
};

param abIncandescenseMapBlur = {
	name = "Incandescence Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abReflectionMap = {
	name = "Reflection Map";
	desc = "A RenderMan environment map to add reflections
			to your object.  If you select a source file,
			it will be converted as a Spherical Environment.
			The results will be modulated by the Reflectivity.";
	type = texture;
};

param abReflectionUp = {
	name = "Change Reflection Up";
	desc = "Check this box if your world up axis appears wrong
			in the reflection.";
	type = switch;
	range = [0 1];
};

param abReflectionMapBlur = {
	name = "Reflection Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abReflectivity = {
	name = "Reflectivity";
	desc = "Modulates the contribution from your Reflection Map.
			(actually in RenderMan-speak it actually controls
			the Environment Map contribution).";
	type = slider;
	range = [0 1];
};

param abBumpMap = {
	name = "Bump Map";
	desc = "Modulates the normals of the surface to simulate
			bumpiness.  The Bump Scale parameter multiplies
			the bump map value.  This technique is useful to provide
			a textural bumpiness.  For true displacements, you
			should choose a displacement shader which
			utilizes a Displacement Map.";
	type = texture;
};

param abBumpMapBlur = {
	name = "Bump Map Blur";
	desc = "The amount to overfilter your texture.  This value
			multiplies the area begin filtered.  A value of 0 will
			result in point sampling, values greater than 1 will
			blur your texture.";
	type = slider;
	range = [0 20];
};

param abBumpScale = {
	name = "Bump Scale";
	desc = "A multiplier for your bump map.";
	type = slider;
	range = [-10 10];
};

param abDoDisplacement = {
	name = "Displace Surface";
	desc = "Causes your bump map to act as a displacement map.";
	type = switch;
	range = [0 1];
};


 

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