The mental images scene description language allows reading a scene from an ascii or binary file called the .mi file. It contains a list of commands and scene entities. Commands are instructions that set options such as verbosity or external shaders to be linked; scene entities describe geometrical objects and shaders and other components.
Animations are rendered by setting up the first frame and rendering it, followed by scene modifications and another render command for every successive frame.
This document describes version 2 of the .mi format, abbreviated as .mi2. Although 2.x still supports the frame-based scene definition method supported by version 1.x of , this is not recommended for future designs and not described in this manual. Both versions of the format can easily be distinguished: .mi1 files contain frame statements while .mi2 files contain instance statements.
The recommended file extension is .mi regardless of the version.
This section discusses the parts that make up an .mi file. In this section, a less formal syntax is used for the syntax description: a bar ``|'' denotes alternatives, items enclosed in tall square brackets ``[ ]'' are optional, and the ellipsis ``...'' denotes omission, as in ``zero or more repetitions of the preceding construct.'' Literal text is set in teletype, while variable metasymbols are set in italics. All other punctuation characters are literals. Strings are quoted with double quotes; this includes all names. Names, such as material, light, or object names, need not be quoted, but it is highly recommended to avoid conflicts with reserved wordsFuture versions may reserve more words than described in this manual, and to allow non-alphabetic characters. Without quotes, only lowercase and uppercase letters, underscores, and digits may be used; a digit may not be the first character of an unquoted name. No such restrictions apply to quoted names.
Integers are distinguished from floating point numbers by appending the suffix int, as in degreeint. Integers are an optional ``+'' or ``--'' sign followed by a sequence of digits ``0'' through ``9''. Floating-point numbers follow the same rules, but may optionally contain a decimal point ``.'' and an optional exponent. If the number begins with a decimal point, a leading zero is assumed. Exponential notation has the form nem, which is interpreted as n *10m. Strings can be distinguished from numbers because the grammar always forces them to be enclosed in double quotes.
The ``#'' character introduces comments, unless quoted, except between $code and $end code. Comments extend to the end of the line. Whitespace is ignored.
By convention, the first line of any .mi file should begin with the three characters #mi, followed by a blank (not a tab), followed by the partial or full version number of the earliest required mental ray version number. For the syntax described in this manual this is 2.0.17. This comment serves as a ``magic number'' that helps interactive programs or utilities like file to decide whether this is a .mi file or something else. It is not parsed by mental ray itself.
All shading functions linked with a code or link statement, and all shading functions built into must be declared. Shading functions accept a pointer to an arbitrary parameter structure as their third argument, and must know the structure declaration in order to put together the parameter block according to C structure layout conventions. Usually, declarations are included from a separate file using the $include statement. For a detailed description of shader declarations, see the chapter on writing shaders.
A declaration is a top-level statement that informs about the shader function name, the return type, and the types and names of all the parameters. Certain options can also be specified.
declare shader [type] "shader_name" ( type "parameter_name", type "parameter_name", ... type "parameter_name" ) [ version versionint ] [ apply shader_type_list ] [ options ] end declare
It is recommended that shader_name and parameter_name are enclosed in double quotes to disambiguate them from reserved keywords and to allow special characters such as punctuation marks. Note that old-style declarations of the form
declare [type] "shader_name" (...)
are also still supported for backwards compatibility, but they should not be used because they do not support versioning. The optional (but highly recommended) version is an arbitrary integer that identifies the shader version. The default is 0. See the discussion of shader versioning in the Writing Shaders chapter.
The declaration gives the type and name of the shader to declare, which is the name of the C function and the name used when the shader is called, followed by a list of parameters with types. Names are normally quoted to disambiguate them from keywords reserved by . Commas separate parameter declarations. The following types are supported:
The return type of the shader must either be a simple type (any type except struct or array), or an unnamed struct containing only simple types. Unnamed means that there is no name between the struct keyword and the opening brace.
The apply statement allows specification of possible uses for the shader. The shader_type_list consists of a comma-separated list of one or more of the following keywords:
lens lens shader in a camera material material shader in a material light light shader shadow shadow shader in a material environment environment shader in a material or camera volume volume shader in a material or camera texture texture shader photon photon shader in a material geometry geometry shader displace displacement shader in a material emitter photon emitter shader in a light output output shader in a camera
If the apply statement is missing, the applicability of a shader is unknown. This will commonly be the case for base shaders, for example, which can be used for any purpose. Apply lists help user interfaces to categorize shaders. At this time there are no checks to make sure shaders are used only in legal contexts. Future versions may use a material shader as shadow or photon shader if its applicability list allows it and there is no other shadow or photon shader listed in the material.
Declarations of shaders (and phenomena, see below) allow a number of options to be specified in the declaration block. These options specify requirements of the shader or phenomenon, specifying conditions that must be met before the shader or phenomenon can run correctly, or information about the shader that tells how to call it. Before rendering, collects the requirements of all shaders defined in the scene, checks for conflicts, and adjusts global options and camera parameters to suit the shaders.
For example, if a shader specifies that it can operate only if ray tracing is enabled, it should specify the trace on option to tell to enable ray tracing even if no ray tracing was specified in the global options statement.
Here is the complete list of available options. If an option is not present, the default is ``don't care'' unless otherwise noticed. These options are equivalent to the corresponding options given in the options top-level statement; refer to the description of option blocks for more details on the operation of these options.
In this document, shaders will be used in many places, denoted by the shader metasymbol. A shader is defined as a shading function name followed by parameters:
"shader_name" (parameters)
This sequence can be inserted for every instance of shader in the rest of this chapter.
(see shader parameters) The shader name must have been previously declared with a declare command; see above. Normally shader libraries containing compiled C shaders come with a $include file that contains all declarations for the shaders in the library. The library itself is typically linked into with a link command. There are usually many shader references for every declaration, each with a unique set of parameters. The syntax of shader calls is described in the chapter on shaders; they are basically a comma-separated sequence of quoted parameter names, each followed by a parameter value.
The parenthesized parameters list is a comma-separated list of shader parameter assignments that have one of the following three forms
"parameter_name" value "parameter_name" = "shader_name" "parameter_name" = interface "ifname"
The first form assigns a constant value to the parameter. The format of constant values depends on the parameter type:
type value
boolean true false integer valueint scalar value vector x y z transform a00 a01 a02 a03 a10 a11 a12 a13 a20 a21 a22 a23 a30 a31 a32 a33 color red green blue red green blue alpha shader "shader_name" color texture "texture_name" scalar texture "texture_name" vector texture "texture_name" light "light_instance_name" struct {parameters} array [comma-separated value list]
Integer values must be signed 32-bit values. All other numerical values are signed floating-point numbers that may contain a decimal point and/or a decimal exponent introduced by the letter e, as in 1.6e-27. The shader_name must be the name of a named shader from a preceding shader statement; the texture_name must be the name of a previously defined color texture, scalar texture, or vector texture statement, respectively.
The special value keyword null can be used to replace any number, symbol, string, true, or false. It stores the numerical value 0 in the parameter. Its main purpose is to create ``holes'' in arrays by listing nulls between the square brackets.
The two non-constant forms of parameter assignment are explained later.
The above shader definition form is also called an anonymous shaders because the shader name/parameter pair is formed on the fly and used in place. Sometimes it is useful to give a name to a shader/parameters pair using a shader statement and use the pair more than once:
shader "named_shader" "shader_name" (parameters)
Such pairs are called named shaders. After the pair was set up with a shader statement, it can be used in any place where a shader can be used, as an alternative to the anonymous shader statement listed above:
= "named_shader"
This is especially useful if the same shader/parameters pair is used in many different places in the scene, and it changes for every frame. Since shader statements allow incremental changes, an incremental change to a named shader affects all places that reference it. Without named shaders it would be necessary to incrementally change every scene entity containing the shader.
In most constructs accepting a shader, shader lists are also accepted. A shader list consist of one or more shader items like one of the two above in sequence. For example, suppose that a named shader has been defined with the following command:
shader "named_shader2" "shader2" (parameters)
then the following shader list can be written:
"shader1" (parameters) = "named_shader2" "shader3" (parameters)
This shader list will call three shaders in sequence, shader1, shader2, and shader3, in this order, each with its parameters. All shaders get the same result pointer, so each operates on the results of the previous. A shader list like this can be substituted for all instances of the metasymbol shader_list in this chapter.
Shader lists are maintained by storing a link to the next shader in the previous shader. In the above example, the anonymous shader shader1 contains a link to name_shader2, which contains a link to shader3. This means that once this list is set up, any reference to named_shader2 will implicitly also call shader3 because the link in named_shader2 will remain in the shader until changed in another shader list. This can have surprising results. This is not a problem in anonymous shaders because, not having a name, they cannot be referenced in more than one place. In general it is a good idea to avoid putting named shaders in shader lists.
Instead of assigning a constant value to a parameter in a shader definition, it is possible to assign a shader:
"parameter_name" = "shader_name"
For parameters assigned in this way, no value is stored in the shader definition. It is obtained by calling shader_name at runtime. For example, if the ambient parameter of a material shader has the constant value 1 0 0, it is always red, but if another shader is assigned to it that other shader is called when the material shader asks for the value using the mi_eval function or one of its derivatives. The other shader could be a texture shader, for example, resulting in a textured ambient value.
The return type of the assigned shader must agree with the parameter type. If the return type of the assigned shader is struct, it is possible to select a structure member by appending a period and the name of the struct member to the shader name. Consider the following assignment:
declare shader color "phong" (color "ambient", color "diffuse", color "specular") version 1 end declare declare shader struct {color "a", color "b"} "texture" (color texture "picture") version 1 end declare color texture "fluffy" "/tmp/image.pic" shader "map" "texture" ( "picture" "fluffy") shader "mtlsh" "phong" ( "ambient" 0.3 0.3 0.3, "diffuse" = "map.a", "specular" = "map.b")
This defines a material shader that does not support texturing in any way because it has no parameters of type shader or color texture. Yet, shader assignments allow its diffuse and specular components to be textured without the phong shader being aware of it. Whenever phong accesses its ambient parameter value by calling mi_eval, it gets a constant color 0.3 0.3 0.3, but when it accesses its diffuse or specular colors a call to the shader fluffy results, whose result is then returned to the phong shader.
In this example, the fluffy shader returns two colors a and b, which are selected in the shader assignment by appending .a and .b to fluffy. (For this reason periods should be avoided in parameter names.) If the fluffy shader had returned only a single color, only "fluffy" would have been assigned, without appending a period and a structure member name.
In the example, fluffy is assigned twice. Obviously it is not desirable to actually call it twice, because the first call will already have set both its a and b return values. After the first call from a shader, caches the return value to avoid further calls. As soon as the shader phong returns, the cache is discarded to ensure that the next call to phong, most likely with a different state, calls fluffy instead of using a stale cache.
Note that shaders that support shade trees must use the mi_eval function to access their parameters. This was done to ensure that only those assigned shaders whose values are actually used are evaluated. For example, a material shader that has two color parameters, one for the front and one for the back side of the surface, will access only one of its parameters.
To see how the phong shader is implemented as a C shader, see the section ``Parameter Assignments and mi_eval'' in the chapter ``Using and Writing Shaders''.
The advantage of shader assignment is that it is not necessary to write shaders to accept procedural values. Without shader assignments, a simple Phong material shader would need parameters of type shader or color texture in addition to the standard ambient, diffuse, and specular parameters. Shader assignment allows writing small, reusable ``base shaders'' that can be easily combined into powerful shade trees, instead of writing large monolithic shaders that are hard to modify and inflexible to use.
The third form of parameter assigning using the interface keyword is available only inside phenomena, which will be discussed first.
(see declaration) This section only describes the representation of phenomena in the .mi language. The declaration of a phenomenon is very similar to the declaration of a shader, except that the keyword shader is replaced with phenomenon, and the addition of new optional statements in the declaration block:
declare phenomenon [type] "phenomenon_name" ( type "parameter_name", type "parameter_name", ... type "parameter_name" ) [ version versionint ] [ shader "name" ... [ material "name" ... end material [ light "name" ... end light [ instance "name" ... end instance [ roots ] [ options ] end declare
For a description of version, shader, material, light, and instance definitions, see the corresponding section above; the syntax is identical to the one described there. The options are identical to the options described in the shader declaration section above. The roots are described below.
The phenomenon phenomenon_name declared with this statement is available for the definition of shaders just like a shader declared with a declare shader statement. Named and anonymous shader definitions can be derived from either type of declaration. Phenomena were designed to extend the concept of shaders, not replace it.
Phenomenon Interface Parameters
Phenomena, like shaders, have parameters. In the phenomenon case they are called ``interface parameters'' because they form the gateway between the rest of the scene and the internal implementation of the phenomenon. Interface parameters are what makes the phenomenon look like a simple shader to the named and anonymous shader definitions. Phenomena are implemented in terms of subshader nodes, each with their own parameters. Subshader parameters can be assigned from the interface using an assignment of the following form:
"parameter_name" = interface "ifname"
This looks similar to the shader assignments described above, but when the shader calls mi_eval on a parameter assigned to the interface of the phenomenon it is defined in, no shader is called but the value is obtained from the phenomenon interface. For example:
declare shader color "phong" (color "ambient", color "diffuse", color "specular") version 1 end declare declare phenomenon color "phong_phen" (color "col") version 1 shader "sub" "phong" ( "ambient" 0.3 0.3 0.3, "diffuse" = interface "col", "specular" 1.0 1.0 1.0) root = "sub" end declare shader "mtlsh" "phong_phen" ( "col" 1.0 0.5 0.0)
(see interface parameter) (see phenomenon interface) For the shader definition, the phenomenon phong_phen looks like a shader with a single color parameter col. Internally, it contains the definition of a simple shader sub with three parameters, two of which have constant values and one which takes its value from the interface. When the shader definition mtlsh is called from a material or elsewhere in the scene, it calls the phenomenon phong_phen with the value 1.0 0.5 0.0 for the interface parameter col. This value is propagated to the diffuse parameter of the shader sub during evaluation of the phenomenon.
It is important to distinguish parameter values, such as 1.0 1.0 1.0 for specular, from shader assignments, which begin with an ``='' sign. In particular, consider the shader parameter type shader: if a shader name is given as the value without ``='' sign, the named shader will be returned but not called by mi_eval. With an ``='' sign, mi_eval will call the shader and expect it to return another shader (so its return value must have type shader) which is then returned by mi_eval. The latter involves an indirection, and is not often used for parameters of type shader. This is a common mistake, and return type mismatches will result in mental ray warning messages.
When calling a phenomenon, all its parameters must pass throughthe interface. The shader sub and everything else defined inside the phenomenon block is visible only inside the phenomenon, and no names defined outside the phenomenon are visible to definitions inside the phenomenon. The interface is the only connection point between the inner and outer world. This encapsulation ensures the integrity and completeness of phenomena independently of the scene they are used in.
Phenomena may also contain material and light definitions in addition to shader definitions.
By convention, anonymous shader definitions should not be used in phenomenon declarations. There is no functional disadvantage in using anonymous shader definitions but it makes life difficult for graphical phenomenon editing tools like mental images' Phenomenon Creator, which uses shader names to label the icons and boxes that represent subshaders in its graph and browser views.
The return type of a phenomenon may be any type that is a valid return type for a shader.
The above example also illustrates a new option allowed in phenomenon but not shader definitions, the phenomenon root. There are several types of root statements:
root material "material_name" root function geometry function volume function environment function lens function output function output ["type"] "format" "filename" contour store function contour contrast function volume priority priorityint environment priority priorityint lens priority priorityint output priority priorityint
All of these are optional. The root statement specifies the primary root shader of a phenomenon that is called when the phenomenon is called. In the above example, the mtlsh shader, when called, calls the phenomenon phong_phen, which immediately calls its subshader sub because sub is specified in its root statement.
The root material variant creates a material phenomenon. This type of phenomenon must be declared with the return type material. It is instanced normally with a shader statement, which provides the interface parameter values. The resulting shader is different from regular shaders; its name can be used everywhere where a material name is valid. A regular phenomenon that does not have type material and no root material statement, when instanced using a shader statement, becomes a shader, not a material. Material phenomena should be used instead of regular phenomena if the phenomenon depends on not only assigning a single shader, such as a material shader, but other material components such as shadow shader, photon shader, volume shader etc. as well. See the description of material statements in the Scene Description Language chapter for an example of a material phenomenon.
In addition to the main root statement, other roots may be defined that reference shaders of other types:
The priority statements provide control over the the placing of the specified shaders or shader lists in the corresponding shader list in the camera. Shaders with greater priority numbers are appended to shaders with smaller priority numbers, and hence execute later. Shaders with no priority number have priority 0, so they get executed before shaders with positive priority numbers.
$include "filename" $include <filename>
The $ sign must appear in column 1 of the line. The named file is included (pasted into) the .mi file, replacing the $include statement. Includes can be nested. The main purpose is to include declarations (see below), but materials, light sources, even objects can be included. The only place where $include cannot be used is between $code and $end code; use the standard C #include statement there. The included file is read on the client host only. If the filename is enclosed in angle brackets, the standard include path is prepended, by default /usr/include. The standard path can be changed with the -I command-line option.
set "name" ["value"]
Assign a value value to a variable name. Variables are not used by mental ray but provide a general syntax for passing parameters from translators to interactive programs that read scene files without actually parsing any geometric data. For example, translators can store the translator version and name, source scene name, frame range, and other useful information in variables.
[min] version "string" max version "string"
This commands informs that this .mi file requires the given version. min means ``at least,'' max means ``at most.'' Version strings consist of numbers separated with dots, such as "1.2.3.4". The string can underspecify the version, as in "2.1". Missing numbers are implicitly assumed to be 0 so "2.1" becomes "2.1.0.0". Each number, beginning with the first, is checked in turn. If the number in the string is greater ( min) or less than (max) than the version number built into , an error message is printed and aborts; otherwise the next number is considered. If all given numbers pass the test, continues. This command is recommended for declaration files included with $include. Note: Some versions of require that included files contain version limits because incorrect declarations can have severe consequences.
verbose on|off|levelint
This command controls verbose messages. There are seven levels: fatal errors (0), errors (1), warnings (2), progress reports (3), informational messages (4), debugging messages (5), and verbose debugging messages (6). All message categories numerically less than level are printed. Verbose off is equivalent to level 2 (fatal errors and errors); verbose on is equivalent to level 5 (everything except debugging messages). Verbose messages can slow down while parsing. The slowdown is significant on Windows NT because of slow scrolling. The verbose command can be overridden with the -verbose command-line option.
echo "message"
The named message, which must be enclosed in double quotes, is printed to stdout. The echo command is executed synchronously during parsing the .mi file. Echoing requires verbosity level 4 or higher.
call shader_list [, "camera_inst " "options"]
(see shader initialization) The given shader is called immediately, and parsing stops until the shader completes. Since the shader is called during parsing and not during tessellation
or rendering,
the entire state passed to the shader is filled with nulls. If the name of a camera instance entity and the name of an options entity is given, state->options and state->camera are set up for the shader. The return value is ignored. The call statement is intended for early initialization of shader packages. Shader init and exit functions are not called.
system "shell_command"
This command starts a shell, which executes the named shell_command. The shell command must be enclosed in double quotes. waits until the shell command has completed; this can be defeated by ending the command with a shell & command. The system command, like echo, is executed while parsing, not during rendering. Its main purpose is writing finished pictures to an output device.
code "filename"
(see shader parameters) (see state variables) The named filename is interpreted as a C source file, ending with the extension ``.c'', is compiled and linked into . From this point on, the shaders it defines are available in as shading functions. For example, if the source defines a C function myshader, with the usual three parameters result, state, and paras (see the section on writing shaders for details), the name myshader may be used in materials, lights, textures and so on as the quoted shader name. The command-line option -code provides an alternative way of compiling and linking C source. Multiple code commands are possible. Note that every shading function must also be declared; see below.
$code C source text $end code
The $ signs must appear in column 1 of the line. This command also compiles and links C source code, but the code is read directly from the .mi file rather than from a separate source file. The C source text follows standard C syntax. In fact, it is written out to a temporary file, which is then compiled as if a code command had been used. Multiple $code commands are allowed. Note that every shading function must also be declared; see below.
link "filename"
Like the code command, the link command attaches external shaders to , which can then be used as shading functions. While the code command accepts ``.c'' files as filename, the link command expects either object files ending in ``.o'', or dynamic shared object (DSO) files ending in ``.so''. Object files are linked, while DSOs are just attached without any preprocessing. DSOs are the fastest way of attaching an external shader, and require no compilers or development options, which are sometimes sold separately by system
vendors.For system and development software requirements, see the Release and Installation Notes.
However, not all systems support DSOs. The -link command-line option provides an alternative way of linking objects files and DSOs. Any number of files can be linked. Note that every shading function must also be declared; see the description of the declare statement in the Shader Declaration section below. If Dynamical Shared Objects (DSOs) are to be linked on SGI machines, the LD_LIBRARY_PATH environment variable must include the path of the .so file to be linked; see ``Dynamic Linking of Shaders''.
delete "entity_name"
Delete a named scene entity, such as objects, materials, lights, textures, instances, and instance groups. Declarations and shaders cannot be deleted. It is possible to delete an entity and recreate it with the same name, but this breaks all links. For example, if a light is created and then an instance is created for it, naming the light, the link between instance and light is broken when the light is deleted and recreated. The instance retains a dangling link that will cause havoc during later processing. The delete command should be used only for entities that disappear permanently. All instances and instance groups that contained the name must be updated before the name is deleted.
Instead of deleting and recreating an entity, an incremental change should be used by prefixing the entity definition with the incremental modifier. This has the additional advantage that the entity retains all contents that are not modified during the new incremental definition. For example, an incremental change to a camera containing nothing but a new frame number specification will leave the camera unchanged except for the frame number. As an exception, objects and instgroups are cleared first because merging is not generally useful in these cases.
render "root_instgroup_name" " camera_inst_name" "options_name"
This statement renders the scene.
The name of an options entity, a camera instance entity (which must also have been attached to the root instance group), and the root instance group must be given.
A .mi file contains commands and scene entities in any order, with the restriction that an entity must be defined before it can be referenced. All entities are named; all references are done by name. The following entities can be defined:
options options camera camera: output files, aperture, resolution, etc. texture procedural texture or texture image material shading, shadows, volumes, environments, contour etc. light light object polygonal or free-form surface geometry instance places objects, lights, cameras, and groups in 3D space instgroup groups instances; the nodes of the scene DAG shader optional named shaders
All of these can be defined at any place, as long as they are not nested (the definition of an entity must be completed before the next entity can be defined). All these entities can also be incrementally changed by introducing the definition with the incremental keyword, which tells to re-define an existing entity instead of starting a new one. The contents of the existing entity become the defaults for the new one.
options "name" option_statements end options
Options contain rendering modes. An options entity must be specified to render a scene. There is a variety of option_statements that can be listed in the options. Most of them can be overridden with an appropriate command-line option; see the section Command Line Syntax.
The following option_statements are supported:
view tree grid [ regular ] parametric u_subdiv [ v_subdiv ] length edge distance dist angle angle spatial [ view ] edge curvature [ view ] dist angle
approximate regular parametric 1.0 1.0 0 2 all approximate displace regular parametric 1.0 1.0 0 2 all
(see caustics)
camera "name" camera_statements end camera
A camera describes a view of the scene,
including the list of files to write, the lens shaders to use, volume shaders to be used as the global atmosphere or fog, global environment shaders that control what happens to rays that leave the scene, and other parameters.
Cameras are scene entities that need to be placed in the scene with an instance entity. In object space mode (see options entity above), the location of the camera in world space is determined by the camera instance transformation. Note that the camera instance must be attached to the root instance group of the scene. See below for information on instance groups.
Cameras contain output statements that specify output shaders and output files to write to disk, and control which frame buffers creates and maintains during rendering. More than one output file can be created, and output shaders such as filters can be listed that operate on the final rendered image, before it is written to a picture file. outputs is one or more output statements. Output statements are very similar to shader lists, like lens shader statements, but the syntax is different to allow type specifications and output file names:
output ["datatype"] "filetype" "filename" output "datatype" "shader_name" (parameters)
The first kind writes a picture to a file named filename, using file format filetype. Normally, file formats imply a data type, but the defaults can be overridden by naming an explicit datatype. For example, the file type "pic", which stands for a SOFTIMAGE picture file, implies the data type "rgba".
The second kind of output statement calls an output shader, such as a filter, that may operate on all available frame buffers. Here, the datatype may be a comma-separated list of types if the shader requires multiple frame buffers. Each type can be prefixed with a ``+'' or ``-'' to turn padding on or off. (Padding is interpolation for color, depth, and normal images and max'ing for label images. Padding is on by default for color images and off by default for depth, normal and label images.) For example, a shader that filters the RGBA image with a filter whose size depends on the distance of objects needs both the interpolated RGBA buffer and the interpolated depth buffer, and would have a data type "rgba,+z". creates all types of frame buffers requested by at least one output statement of either kind.
A special data type "contour" can be specified that enables contour rendering. Special contour output shaders must be specified that pick up the contour information from the contour cell frame buffer and compute a color image, which it can either put into the regular color frame buffer, or composite on top of the color frame buffer. In the latter case, one rendering phase creates a color image with contours. The color frame buffer can then be written to an image file using a regular image output statement. There is also a built-in contour output shader that creates a PostScript file instead of a color image. See the Contour chapter in this manual for details and examples.
There is a variety of camera_statements that can be listed in the camera. Some of them can be overridden by specifying an appropriate command-line option; see the section Command Line Syntax.
There are four camera statements that accept shaders: output, lens, volume, and environment. As with all types of shaders, more than one shader can be listed, or more than one such statement can be given, to attach multiple shaders (or output files in the case of the output statement) to each type. In an incremental change (the incremental keyword is used before the camera keyword), each of the four first resets the list from the previous incremental change and does not add to the existing list, as multiple statements inside the same camera ... end camera block would.
The following camera_statements are supported:
scalar texture "texture_name" [widthint heightint [depthint] ] bytes ... [ local ] [ filter [scale_const]] scalar texture "texture_name" "filename" scalar texture "texture_name" shader_list
color texture "texture_name" [widthint heightint [depthint] ] bytes ... [ local ] [ filter [scale_const]] color texture "texture_name" "filename" color texture "texture_name" shader_list
vector texture "texture_name" [widthint heightint ] bytes ... [ local ] vector texture "texture_name" "filename" vector texture "texture_name" shader_list
Textures are lookup functions. They come in two flavors: lookups of two-dimensional texture or picture files or literal bytes, and procedural lookups. File textures require a file name parameter or a byte list; procedural textures require a shading function parameter. There are three types of texture functions: textures computing scalars, colors, and vectors. Which one is chosen depends on what the texture is used for. Textures are used as parameters to other shaders, typically
material shaders. A material shader could, for example, use a color texture to wrap a picture around an object, or a scalar texture as a transparency or displacement map, or a vector texture as a bump map. The actual use of the texture result is entirely up to the shader that uses the texture. The built-in SOFTIMAGE material shader soft_material, for example, uses arrays of color textures only.
All of the above syntax variations define a texture texture_name. The texture_name should be quoted to avoid reserved words and to allow non-alphabetic characters. This is the name that the texture will later be referenced as.
Non-procedural textures can be defined by specifying the width and height of the texture and an optional depth (bytes per component, 1 or 2, default is 1), followed by a list of width * height *depth hexadecimal two-digit bytes, most significant digit first if depth is 2, in RGBA order for colors and UV order for vectors. Note that the brackets around the sizes are literally part of the .mi file, while the skinny brackets around depth denote that the depth is optional and are not part of the .mi file.
Non-procedural textures can also be defined by naming a texture or picture
file; for a list of allowed file formats, see the section on Available Output File Formats. In this case, the sizes (width, height, and depth) are read from the file. If the local keyword is not present, the file is read once on the master host and then transmitted over the network to all slave hosts that participate in the rendering. With the local keyword, only the file name is transmitted to the slave hosts; this requires the filename to be valid on all slave hosts but reduces network transfer times drastically if many texture files or very large texture files are used. Maximum speed improvements are achieved if filename is not on an NFS-mounted file system (NFS stands for Network File System, distinguishable by the nfs type in the output of the Unix df command).
The filter keyword, if present, enables texture filtering based on texture pyramids, a technique comparable to s. during rendering. Filtered textures are preprocessed before rendering begins and use approximately 30% more memory. Filtering should be used when the texture is large and seen at a distance, such that every sample covers many texture pixels. Without filtering, widely spaced samples ``overlook'' the areas between the samples; filtered textures perform a filter operation to take the skipped areas into account. The compression of the texture on the viewing plane can be scaled by the optional scale value if necessary.
(see memory-mapped textures) When loading a texture image, it is checked whether the texture is memory-mappable. This is the case if the texture file has the special uncompressed .map format. If this is the case, the texture is not loaded into memory but mapped into virtual memory. Memory-mapped textures use no physical RAM and no swap space, but they use virtual memory. Memory mapping should be used for large textures that are not used often (i.e., many or most of its pixels are not sampled or the textured object is small or far away from the camera).
Procedural textures are defined by naming a shading function with parameters; the shading function can either be one of the built-in functions or an external function from a code or link command.
When the
material
shader (or any other shader) evaluates a texture by calling a texture evaluation function, the program either looks up non-procedural shaders by looking up the texture in the range [0, 1) in each dimension, or it calls the named shader in the procedural case. The shader is free to interpret the point for which it evaluates the texture in any way it wants, two-dimensional or three-dimensional.
material "material_name" [opaque] shader_list [displace [shader_list]] [shadow [shader_list]] [volume [shader_list]] [environment [shader_list]] [contour [shader_list]] [photon [shader_list]] [photonvol [shader_list]] end material
Materials determine the look of geometric objects. They are referenced by material_name in the geometry definition in object statements (see below). Lights and textures cannot be referenced by objects; they are referenced by the material which uses them to compute the color of a point on the object's surface. All built-in material shaders accept textures and light instances as shader parameters.
When a primary ray cast from the camera hits an object, that object's material shader (the first, mandatory, shader_list) is called. The material shader then calculates a color (and certain other optional values such as labels, depths, and normals that can be written to special output files). This color may then be modified by the optional volume shader if present. The resulting color is stored in the output frame buffer, which is written to the output picture file when rendering has finished. In order to calculate the color, the material shader may cast secondary (see secondary ray) reflection, refraction, or transparency rays, which in turn may hit objects and cause other (or the same; multiple objects may share a material) material shaders to be called. The material shader bases the decision whether to cast secondary rays on its parameters, which are part of the scene description and may contain parameters such as the material's diffuse color or its reflectivity and transparency, light instances, and textures. The parameters depend entirely on the material shader. In this sense, material shaders are ``primary'' shaders that get help from ``secondary'' texture and light shaders.
It is possible to specify a shader type such as shadow without following it with a shader_list. This is useful if an incremental change is done to the material. The incremental change leaves the contents of the material undisturbed, so the shadow shader list remains intact. It can be replaced by specifying a new one, but it can only be deleted with a shadow keyword not followed by any shaders. In an incremental change, the first statement (say, volume) first resets the old volume list; every subsequent volume statement in the same material block adds to the list.
(see shader parameters) The material_name should be quoted to avoid reserved names or if it contains non-alphabetic characters. The opaque flag, if present, informs that this material is not transparent (i.e., it does not cast refraction or transparency rays and always sets its alpha result value to 1); this allows certain optimizations that improve rendering speed. The material shader and its parameters are mandatory.
There are several optional functions that can be listed in a material. The displacement shader is a function returning a scalar that displaces the object's surface in the direction of its
normal.In version 1.9, displacements are possible only on free-form surfaces, which must have a sufficiently fine approximation to reveal details of the displacement map. Polygons and polygon meshes, as well as free-form surfaces, can be adaptively displaced in version 2.0 of .
The shadow shader is called when a shadow calculation is done, and the shadow ray from the light source towards the point in shadow intersects with this material. The shadow shader then changes the color of the ray, which is initially the (possibly attenuated) color of the light to another color, typically a darker or tinted color if the material is colored glass. It returns black if the material is totally opaque, which is also the default if no shadow shader is present. Shadow shaders are usually reduced versions of the material shaders; they evaluate transparencies and colors but cast no secondary rays.
It is possible to use the material shader as a shadow shader; material shaders can find out whether they are called as material or shadow shaders and do only the required subset in the latter case. The built-in soft_material shader is written this way. This is done by naming the material shader after the shadow keyword, and giving no parameters (i.e., giving ()). will notice the absence of parameters and pass the material parameters instead. If the shadow shader has no parameters of its own, it is not defined whether it receives a pointer to the material shader parameters, or a pointer to a copy of the material shader parameters.
A volume shader affects rays traveling inside an object. They are conceptually similar to fog or atmosphere shaders of other rendering programs. When a ray (either from the eye or from a light source) hits this material, the volume shader, if present, is called to change the color returned by the ray based on the distance the ray has traveled, and atmospheric or material parameters. A volume shader can also be named in the camera (see camera) (see above); that shader is used for rays traveling outside objects. It is the material shader's responsibility to determine inside and outside of objects.
The environment shader is called when a reflection or refraction ray cast by the material shader leaves the scene entirely without striking another object. There is a built-in environment shader soft_env_sphere, for example, that maps a texture on a sphere with an infinite radius surrounding the scene. (This is another example for an application of a texture; a texture name must be used as a parameter for the soft_env_sphere shader for this to work.) The camera statement also offers an environment shader; that shader is used when the ray leaves the scene without ever striking any object (or exceeding the trace depth).
If a contour shader is given, it is called when contours are enabled with an appropriate output statement in the camera entity, and certain contour store and contour contrast shaders are specified in the options entity. For more information on contour rendering see the contour chapter in this manual.
(see photon tracing) (see caustics)
If caustics
computation is enabled, the photon shader is called during a preprocessing stage (before rendering) to determine the light distribution in the scene. Like shadow shaders, photon shaders without parameter lists are called with the material shader parameter lists.
See the chapter on caustics in this manual for more details.
A volume photon shader affects photons traveling inside an object. When a photon hits this material, the volume photon shader, if present, is called to trace the photon through the volume. (see material phenomenon) Note that materials can be replaced with phenomena (see phenomenon) . In all places where the name of a material may be given, the name of a shader that references a phenomenon declaration of type material is legal. Given the following scene fragment:
declare phenomenon material "phen_mtl" (color "param") material "mtl" opaque "shader" ("diffuse" = interface "param") end material root material "mtl" end declare shader "mtl_sh" "phen_mtl" ("param" 1.0 0.7 0.3)
the name mtl_sh can be used like a material_name, for example in polygon or free-form surface definitions in objects. For more information on material phenomena, see the Phenomena section of the Writing Shaders chapter.
Note that there are three ways to use material shaders in a scene:
(see shadow map) (see photon tracing)
(see caustics) Lights have a large number of optional parameters that are used if
caustics or shadow maps are enabled. These techniques use a preprocessing step that analyzes how light travels through the scene. Lights that participate in this preprocessing stage must specify a number of extra parameters. For clarity, regular lights and more specialized lights are shown separately:
light "light_name" shader_list [ area_light_primitive ] [ origin x y z ] [ direction dx dy dz ] [ spread spread ] [ visible ] end light
light "light_name" shader_list [ area_light_primitive ] [ origin x y z ] [ direction dx dy dz ] [ spread spread ] [ visible ] [ tag labelint ] [ energy r g b ] [ exponent exp ] [ caustic photons photonsint ]
[ shadowmap [ on|off ]] [ shadowmap resolution resint ] [ shadowmap samples numint ] [ shadowmap softness size ] [ shadowmap file "filename" ] end light
(see light) This statement defines a light source. All light sources need a light
shader, such as the built-in soft_light or mi_wave_light shaders, or a shader linked with a code or link command (see above). "shader" above stands for the quoted name of the shader. Like any other shader, a parameter list (see shader parameters) enclosed in parentheses must be given. The parameters depend on the particular shader; they include the light color, attenuations, and spot light directions. The declaration of the shader determines which parameters are available in the parameters list; see the section ``User Parameter Declarations'' for details on shader parameters. distinguishes three kinds of light shaders: point lights, giving off light in all directions; directional (infinite) lights, whose light rays are all parallel in a particular direction and spot lights which emit light from a point along a certain direction. Point lights must define an origin but no direction, while directional lights must define a direction but no origin. Spot lights must define an origin, a direction, and a spread. The spread defines the maximum angle of the cone defined along the direction in which the spot produces illumination. The value of spread is the cosine of this maximum angle; it must be between 0 and 1. Spot lights often use a directional attenuation, but this is purely a function of the shader that is independent of the spread and direction keywords in the light definition. All types of lights can be turned into area light sources.
After the definition, the light source can be instanced with an instance statement that references light_name. The instance can then be referenced in parameter lists of shading functions (such as a material shading function) by listing the light instance name. Material shaders normally have an array parameter accepting one or more light instances, which they loop over to accumulate the contribution by each light (unless they rely solely on the global light list. Light instances are one of the standard data types that are available for shading function parameters. The light_name may be quoted to avoid clashes with predefined words, and to allow non-alphabetic characters.
Any point or spot light may be turned into an area light source by naming an area_light_primitive. Area light sources generate soft shadows because shadow-casting objects may partially obscure the light source. Four types of area light primitives are supported:
rectangle x0 y0 z0 x1 y1 z1 sampling disc x y z radius sampling sphere radius sampling cylinder axis radius sampling
The common sampling substatement is optional:
[ u_samples v_samples [ level [ low_u_samples low_v_samples ]]]
All three area light types are centered at the origin position in the light definition. A rectangular area light is specified by two vectors from the center to two edges; a disc area light is specified by its normal vector and a radius; a sphere area light is specified only by its radius; and a cylinder area light is specified by its axis and radius. Note that the orientation of the rectangle, disc, or cylinder are independent of the direction and any directional attenuation the shader applies. Also note that the ends of the cylinder are not sampled.
The u_samples and v_samples parameters subdivide the area light source primitive. For discs and spheres, u_samples subdivides the radius and v_samples subdivides the angle. For a cylinder, u_samples subdivides the height and v_samples subdivides the angle. When sampling the area light source, samples one point in each subdivision at a location precisely determined by the sample parameters and a predefined lighting distribution, and then combines the results. The default is 3 for each sample parameter, so an area light source without explicitly given samples parameters is sampled 9 times.
If the optional level exists and is greater than 0, then mental ray will use low_u_samples and low_v_samples instead of u_samples and v_samples, respectively, if the sum of the reflection and refraction trace level exceeds level. The defaults for the low levels are 2. The effect is that reflections and refractions of soft shadows are sampled at lower precision, which can improve performance significantly. Since shaders have control over the trace level in the state, they can influence the switching depth, which can be used to sample soft volume shadows less precisely, for example.
Light sources are by default invisible. However, area lights can be made visible by adding a visible flag to the light. Any visible flags on point lights are ignored since points have no area. Light visibility cannot be inherited from the instance.
A label integer can be attached to a light using the tag statement. Labels are not used by mental ray in any way, but a shader can use mi_query to obtain the label of a light and perform light-specific operations.
(see caustics)
The second light form is for caustics.
It requires specification of the light energy. The light energy is given as an RGB triple to allow colors, but the RGB values are typically much higher than the usual 0...1 range for colors. The number of photons emitted from this light source in the preprocessing step is determined by photons. Physical correctness demands an 1 /r2 power law for energy falloff, causing the energy received from a light source to fall off with the square of the distance to the light source. However, the exponent parameter allows modification of the power law to 1 /rexp. For any exp other than 2, physical correctness is lost, but for achieving certain looks it is often useful to use exp values between 1 and 2 to reduce the falloff, and better approximate classical local illumination non-physically correct lights.
Caustics require specification of a caustics photons value that controls the number of samples taken during caustics preprocessing.
Typical values range from 10,000 to 100,000; larger values improve accuracy and reduce blurriness.
Shadow maps are controlled per light source using the information about the light source type and the information provided by the shadow map keywords. Shadow maps are supported only for spot lights with a cone-angle less than 90 degrees (i.e.spread > 0) and for directional lights. A shadow map is activated for a light source by specifying the shadowmap keyword. The resolution of the shadow map which controls the quality and also the amount of memory used is specified with the shadowmap resolution keyword, which specifies the width and height of the shadowmap depth buffer in pixels. The shadowmap softness and shadowmap samples keywords determine the type of shadow produced with the shadow map; if the softness is zero a sharp shadow is generated. If softness is larger than zero it specifies the size of the region in the shadow map in which the shadow map samples are placed, in pixels. This can be used to generate soft shadows. The number of samples determines the quality of the soft shadow and in general the number of samples should be increased when the softness is increased. The shadowmap file keywords can be used to specify a shadow map file in which the shadow map will be saved the first time it is rendered and subsequently loaded the following times it is being used. If the shadows in the scene change, the old shadow map files should be deleted to prevent loading and re-use of outdated shadow maps.
For spot light sources, the extent of the shadow map is determined by the spread parameter. For directional light sources, the extent of the shadow map is determined by the extent of the parts of the scene that cast shadows. For example, in a scene with small objects on a large background polygon, the small objects casting shadows should have a shadow flag, while the background polygon should not. Then the extent of the shadow map will only cover the small objects that cast shadows. If the large background polygon also has the shadow flag, the extent of the shadow map will be larger, and the shadow map will lack detail at the small objects where detailed shadows are needed.
All geometry is specified in either camera space or object space, depending on the corresponding statement in the options statement (see above). In camera space mode, the camera is assumed to sit at the coordinate origin and point down the negative Z axis, and objects are defined using camera space coordinates. In object space mode, the camera location is determined by its instance, and objects are defined in local object coordinates that are positioned in the scene with the object instance. Every object requires an instance.
The appearance of the object, such as color and transparency, is determined by naming materials in the object definition. Before a material can be used in an object, it must be defined; see above for details. Naming the material determines all aspects of the object's appearance. No further parameters, textures, or lights need to be specified; they are all part of the material definition.
The two most common approaches to materials and objects are to name all materials first and then all objects, which may simplify the implementation of material editors because all materials may be put in a separate file and then included in the .mi file using a $include command (see include command) ; or materials and objects may be interspersed. Either way, each material definition precedes its first use.
All polygonal and free-form surface objects have the same common format in the .mi file:
object "object_name" [ visible ] [ shadow ] [ trace ] [ tagged ] [ caustic [mode]] [ tag label_numberint ] [ basis list ] group [ merge epsilon ] vector list vertex list geometry list approximation list end group ... # more groups end object
The individual parameters are:
Object groups contain the actual geometry. All geometry needs vector lists and vertex lists. The vector list contains 3D vectors that can describe points in space, normals, texture vertices, basis vectors, or motion vectors. Vectors are anonymous, they are triples of floating-point numbers separated by whitespace without inherent meaning. They are numbered beginning with 0. Numbering restarts at 0 whenever a new object group starts.
also accepts a compressed binary format for vectors. Instead of three floating-point numbers, a sequence of 12 bytes enclosed in backquotes is accepted. These 12 bytes are the memory image of three floats in IEEE 854 format, using big-endian byte order. This format is intended for increasing translation and parsing speed when ray is connected to a native translator; it should not be used in files modified with text filters. Many filters and editors refuse to accept files containing binary data, or corrupt them.
Vertices build on vectors. In the .mi format, there is no syntactical difference between polygon vertices and control points vertices for free-form surfaces; both are collectively referred to as ``vertices'' in this discussion. All vertices define a point in space and optional vertex normals, motion vectors, and zero or more textures and basis vectors:
v indexint [ n indexint ] [ d indexint indexint [ indexint [ indexint indexint ] ] ] [ t indexint [ indexint indexint ] ] [ m indexint ] [ u indexint ...
Vertices themselves are numbered, independently of vectors. The first vertex in every group is numbered 0. The geometry description is referencing vertices by vertex index, just like vertices are referencing vectors by vector index. This results in a three-stage definition of geometry:
object "twotri" visible group 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0
v 0 v 1 v 2 v 3 v 4 v 5
p "material_name" 0 1 2 p 3 4 5 end group end object
The first three vectors are used to build the first three vertices, which are used in the first triangle. The remaining three vectors build the next three vertices, which are used for the second triangle. Two vectors are listed twice and can be shared:
object "twotri" visible group 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 1.0 1.0 0.0
v 0 v 1 v 2 v 1 v 3 v 2
p "material_name" 0 1 2 p 3 4 5 end group end object
The order of vector references is noncontiguous to ensure that the second triangle is in counter-clockwise order. Two vertices are redundant and can also be removed by sharing:
object "twotri" visible group 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 1.0 1.0 0.0
v 0 v 1 v 2 v 3
p "material_name" 0 1 2 p 1 3 2 end group end object
The need for sharing both vectors and vertices can be shown by specifying vertex normals:
object "twotri" visible group 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 1.0 1.0 0.0 0.0 0.0 1.0
v 0 n 4 v 1 n 4 v 2 n 4 v 3 n 4
p "material_name" 0 1 2 p 1 3 2 end group end object
In this last example, both vector sharing and vertex sharing takes place. The normal is actually redundant: if no normal is specified, uses the polygon normal. Defaulting to the polygon normal is slightly more efficient than interpolating vertex normals, if vertex normals are explicitly specified.
Two types of geometry can be contained in the geometry list, polygonal geometry and free-from surfaces. In the next sections the syntax of the definitions of polygonal geometry and free-form surfaces is described and illustrated by examples.
An object group permits only one type of geometry, either polygons or surfaces but not both. It is recommended that objects contain only a single object group, so normally objects are either polygonal or surface objects but not both at the same time. Also, vector sharing is supported only for vectors of similar types (point in space, normal, motion, texture, basis vector, derivative, or user vector. A vector may not be referenced by vertices once as a point in space and once as a normal, for example.
Polygonal geometry consists of polygons. For efficiency reasons, distinguishes simple convex polygons from general concave polygons or polygons with holes. Both are distinguished by keyword:
c ["material_name"] vertex_ref_list cp ["material_name"] vertex_ref_list p ["material_name"] vertex_ref_list p ["material_name"] vertex_ref_list hole vertex_ref_list ...
If the enclosing object has the tagged flag (see tagged flag) set, mandatory label integers must be given instead of the optional materials:
c label_numberint vertex_ref_list cp label_numberint vertex_ref_list p label_numberint vertex_ref_list p label_numberint vertex_ref_list hole vertex_ref_list ...
The c keyword selects convex polygons without holes. The results are unpredictable if the polygon is not convex. The cp keyword is a synonym for c for backwards compatibility; c should be used in new translators. The p keyword also renders concave polygons correctly, and allows specification of holes, using one or more hole keywords, each followed by a vertex_ref_list. If all polygons within the same object group are simple convex polygons containing three sides (i.e. triangles), will pre-process them in a more efficient manner than non-triangular polygons.
A vertex_ref_list is a list of non-negative integers index that reference vertices in the vertex list of the group described in the previous section. The first vertex in the vertex list is numbered 0.
Any vertex index can be used in both polygon and hole vertex_ref_lists. A polygon with n vertices is defined by n index values in the vertex list following the material name. The order of the polygon vertices is important. A counter-clockwise ordering of the vertices yields a front-facing polygon (see back culling) . The vertex list of a hole may be ordered any way.
The material name must have been defined before the object definition that contains the polygon definition, in a statement like
material "material_name" ... end material
In both cases, it is recommended to quote the material name to avoid conflicts with reserved words, and to allow arbitrary characters in the name. For a detailed description of material definitions, see the section on materials above. Once a material name has been specified for a polygon, it becomes the default material. All following polygons may omit the material name; polygons without explicit material use the same material as the last polygon that does have an explicit material. Not specifying materials improves parsing speed.
If no material is specified, polygons remain without material; in this case the material from the closest instance up the scene DAG is used instead. This is called material inheritance. Tagged objects always inherit their material from the instance. It can distinguish polygons by using the miQ_GEO_LABEL mode of the mi_query function during rendering (not in displacement shaders).
The tessellation of polygons assumes that polygons are ``reasonably'' planar. This means that every polygon will be tessellated, but the exact subdivision into triangles does not attempt to minimize curvature. If the curvature is low, different tessellations cannot be distinguished, but consider the extreme case where the four corners of a tetrahedron are given as polygon vertices: the resulting polygon will consist of two triangles, but it cannot be predicted which of the four possible triangles will be chosen.
The behavior will be different for convex polygons without holes ( c keyword) and polygons which contain holes or are concave (p keyword). Convex polygons without holes are triangulated by picking a vertex on the outer loop and connecting it with every other vertex except its direct neighbors. If polygons are not flagged by the c keyword but do not have any holes an automatic convexity test is performed and if they are indeed convex they are triangulated as described. Convex polygons with holes and concave polygons are triangulated by a different algorithm. In any case a projection plane is chosen such that the extents of the projection of the bounding box of the (outer) loop have maximal size. If the projection of the polygon onto that plane is not one-to-one the results of the triangulation will be erroneous.
If a textured polygon's material contains a displacement map the vertices are shifted along the normals accordingly. If an approximation statement is given triangles are subdivided until the specified criteria are fulfilled; see the section on approximations for details.
Free-form surfaces are polynomial patches of any degree up to twenty-one.The algorithms used impose no inherent limit. The limit may be increased in future versions.Supported basis types include Bézier, Taylor, B-spline, cardinal, and basis-matrix form. Any type can be rational or non-rational. Patches can be explicitly or automatically connected to one another, or may be defined to contain explicitly defined points or curves in their approximation. Various approximation types including (regular) parametric, spatial, curvature-dependent, view-dependent, and combinations are available. Surfaces may be bounded by a trimming curve, and may contain holes.
Surface geometry, like polygonal geometry, is defined by a series of sections. An object containing only surface geometry follows this broad outline:
object "object_name" [ visible ] [ shadow ] [ trace ] [ caustic [mode]] [ tag label_numberint ] [ basis list ] group [ merge epsilon ] vector list vertex list [ list of curves ] surface [ list of surface derivative requests ] [ list of texture or vector surfaces ] ... # more surfaces [ list of approximation statements ] [ list of connection statements ] end group ... # more groups end object
Curves, surfaces, approximations, and connections may be interspersed as long as names are defined before they are used. For example, a curve must come before the surface it is trimming, and an approximation must come after the surface to be approximated. Texture and vector texture surfaces must always directly follow the surface they apply to. The individual sections are:
When surfaces and curves are present within an object group, it is mandatory that at least one basis has been defined within the object. Bases define the degree and type of polynomials (denoted by Ni,n below) to be used in the description of curves or surfaces. Curves and surfaces reference bases by name. Every surface needs two bases, one for the U and one for the V parameter direction. Both can have a different degree, but must have the same type (for example, rational Bézier in U and Cardinal in V is not allowed). There are five basis types:
basis "basis_name" [ rational ] taylor degreeint basis "basis_name" [ rational ] bezier degreeint basis "basis_name" [ rational ] cardinal basis "basis_name" [ rational ] bspline degreeint basis "basis_name" [ rational ] matrix degreeint stepsizeint basis_matrix
A parametric representation may be either non-rational or rational as indicated by the rational flag. Rational curves and surfaces specify additional weights at each control point. This flag is optional; it can also be specified in the curves and surfaces that reference the basis.
The degree specifies the degree of the polynomials used in the description of curves or surfaces; recall that the degree of a polynomial is the highest power of the parameter occuring in its definition. When bases of degree 1 are used control points are connected with straight lines. Cardinal bases always have degree 3. The degree and the type combined determine the length of the parameter vector and the number of control points needed for the surface. The meaning of the parameter vector differs for the different basis types. This is described in detail below.
The supported polynomial types for curves and surfaces are bezier, bspline, taylor, cardinal and matrix.
taylor specifies the basis functions:
bezier specifies the basis functions:
cardinal specifies third degree curves and surfaces . The Cardinal splines, also known as Catmull-Rom splines, are most easily formulated as a conversion from Bézier form. If we let Bi,3(t) be the cubic Bézier basis functions (i.e., the above basis functions Ni,n(t) with n=3), then we may write the cardinal basis functions as
bspline specifies a non-uniform B-spline representation whose basis functions are given by the following recursive definition:
and
where, by convention, 0/0 = 0. (x0,...,xq) is known as the knot vector. It must be specified through the parameter lists when using B-spline bases in curves and surfaces (see below). A matrix (bi,j)0 <=i <=n,0 <=j <=n specifies the basis functions:
When a curve or surface is being evaluated and a transition from one segment or patch to the next occurs, the set of control points (the `evaluation window') used is incremented by the stepsize. The appropriate stepsize depends on the representation type expressed through the basis matrix and on the degree.
Suppose we are given a curve with k control points {v1, ..., vk}. If the curve is of degree n, then n+1 control points are needed for each polynomial segment. If the stepsize is given as s, then the (1+i)th polynomial segment, will use the control points {vis+1,...,vis+n+1}. For example, for Bézier curves s=n, whereas for Cardinal curves s=1. For surfaces, the above description applies independently to each parametric dimension. The basis_matrix specifies the basis functions used to evaluate a parametric representation. For a basis of degree n the matrix must be of size (n+1)*(n+1). The matrix is laid out in the order b0,0, b0,1, ... , b0,n, ... , bn,n.
Note that the generalization to the rational case for all representations is admitted in all cases.
As an example, an object containing a nonrational Bézier surface of degree 3 in one parameter direction and degree 1 in the other parameter direction needs two bases defined at the beginning of the object like this:
object "mysurface" visible basis "bez1" bezier 1 basis "bez3" bezier 3 group ...
The surface definition will reference the two bases by their names, bez1 and bez3.
A surface specifies a name and a list of control points. For both parametric dimensions it specifies a basis, a global parameter range, and a parameter list. Optionally, it specifies surface derivative requests, texture surfaces, trimming curves, hole curves, special curves and special points. Special curves and points are included as edges and vertices in the approximation (triangulation) of the surface.
surface "surface_name" "material_name" "u_basis_name" range u_param_list "v_basis_name" range v_param_list hom_vertex_ref_list [ derivative_request ] [ texture_surface_list ] [ surface_specials_list ]
If the enclosing object has the tagged flag (see tagged flag) set, a label integer must be given instead of a material name. See the discussion for the polygon case above. This changes the first line of the preceding syntax block to:
surface "surface_name" label_numberint
The bases used in the definition of the surface must have been defined in the basis list of the object. The are referenced by their basis_names. Their ranges consist of two floating-point numbers specifying the minimum and maximum parameter values used in the respective direction.
The parameter_lists in the basis specifications define the number of patches of the surface and the number of control points. For bases of the types taylor, bezier, cardinal and matrix such a parameter_list consists of a strictly increasing list of at least two floating-point numbers. For bspline bases the parameter_lists specify the knot vector. If the B-spline basis to be used is of degree n the knot vector (x0,...,xq) must have at least q+1=2(n+1) elements. Knot values represent a monotone sequence of floating-point numbers but are not necessarily strictly increasing, i.e. xi <=xi+1. Moreover, they must satisfy the following conditions:
(1) x0 < xn+1 (2) xq-n-1 < xq (3) xi < xi+n for 0<i<q-n-1 (4) xn <=tmin < tmax <=xq-n
where [tmin,tmax] is the range over which the B-spline is to be evaluated. Equation (1) demands that no more than n + 1 parameters at the beginning of the parameter list may have the same value. Equation (2) is the same restriction for the end of the parameter list. Equation (3) says that in the middle of the parameter list, at most n consecutive parameters may have the same value. To generate closed B-spline curves, it is often necessary to write a parameter list where the first n and last n parameters in the list produce initial and final curve segments that should not become part of the curve; in this case equation (4) allows choosing a start and end parameter in the range bounded by the first and last parameter of the parameter list.
The number of control points per direction can be derived from the number of parameters p, the degree of the basis n, and the step size s. Their total number can be calculated by multiplying the numbers taken from the following table for each of the U and V directions.
type min # of parameters # of control points
Taylor 2 (p - 1) *(n + 1) Bézier 2 (p - 1) *n + 1 cardinal 2 p + 2 basis matrix 2 (p - 2) *s + n + 1 B-spline 2(n+1) p - n - 1
Note that only certain numbers of control points are possible; for example, if the U basis is a degree-3 Bézier, the number of control points in the U direction can be 4, 7, 10, 13, and so on, but not 3 or 5. For B-spline bases of degree 3 the minimum number of parameters is 8 corresponding to 4 control points.
Each vertex reference in the hom_vertex_ref_list is an integer index into the vertex list of the current group in the object (index 0 is the first vertex). When the surface is rational, homogeneous coordinates must be given with the control points, by appending a floating-point weight to every vertex reference integer in the hom_vertex_ref_list. There are two methods for specifying weights: either a simple floating-point number that must contain a decimal point to distinguish it from an integer index, or the keyword w followed by a weight value that need not contain a decimal point. Weights are used only if the surface is rational but ignored otherwise. If a weight in a rational surface is missing, it defaults to 1.0. The surface specials list is used to define trimming curves, hole curves, special curves, and special points (vertex references). A surface may be further modified by approximation and connection statements, as described below.
For example, an object with a simple degree-3 Bézier surface can be written as:
object "mysurface" visible basis "bez3" bezier 3 group 0.314772 -3.204608 -7.744229 # vector 0 0.314772 -2.146943 -6.932366 0.314772 -1.089277 -6.120503 0.314772 -0.031611 -5.308641 -0.660089 -2.650739 -8.465791 # vector 4 -0.660089 -1.593073 -7.653928 -0.660089 -0.535407 -6.842065 -0.660089 0.522259 -6.030203 -1.634951 -2.096869 -9.187352 # vector 8 -1.634951 -1.039203 -8.375489 -1.634951 0.018462 -7.563627 -1.634951 1.076128 -6.751764 -2.609813 -1.543000 -9.908914 # vector 12 -2.609813 -0.485334 -9.097052 -2.609813 0.572332 -8.285189 -2.609813 1.629998 -7.473326 v 0 v 1 v 2 v 3 # vertices v 4 v 5 v 6 v 7 v 8 v 9 v 10 v 11 v 12 v 13 v 14 v 15 surface "surf1" "material" "bez3" 0.0 1.0 0.0 1.0 "bez3" 0.0 1.0 0.0 1.0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 end group end object
First, 16 vectors are defined, each of which is used to build one vertex (control point). Next, a surface is defined that uses basis bez3 for both the U and V parameter directions. Since the surface is built from only one 4 *4 Bézier patch, the parameter vector after the basis range has only length 2. If there had been two patches in the U direction and three in the V direction, the bases would have been referenced as
"bez3" 0.0 1.0 0.0 0.5 1.0 "bez3" 0.0 1.0 0.0 0.33333 0.66667 1.0
Alternatively, the parameter vector may be given as
"bez3" 0.0 2.0 0.0 1.0 2.0 "bez3" 0.0 3.0 0.0 1.0 2.0 3.0
by changing the parameter range of the basis. This has no influence on the geometry of the surface, but generates UV texture coordinates in a different range (here, [0.0, 2.0] *[0.0, 3.0]). However, a different parametrization does affect the texture surface range (see below), and the range of trimming, hole, and special curves (which do not define their own ranges but borrow the range from the surface they apply to).
The optional surface_specials_list that completes the surface definition is a sequence of trimming curves, hole curves, special curves, and special points as described in the next section.
For a complete example including approximations and connections, refer to the end of this chapter.
can automatically generate surface derivative vectors if requested. First derivatives describe the UV parametric gradient of a surface; second derivatives describe the curvature. They are computed and stored only if requested by derivative_request statements in the surface definition:
derivative numberint [ numberint ]
There can be one or more derivative statements that request first and/or second derivatives. Valid values for number are 1 and 2, for first and second derivatives, respectively.
does not use derivative vectors but makes them available to shaders. First derivatives are presented as two vectors (dP du and dP dv, with P being the point in space); second derivatives are presented as three vectors (d2 P du2, d2 P dv2, and d2 P du dv). This is the same format that can be explicitly given for polygonal data using the d keyword in vertices. Surfaces always compute the vertex derivatives analytically, explicit vertex derivatives given by d keywords are ignored.
A plain surface statement defines the geometry of the surface. If a texture is to be mapped on the surface, it is necessary to include texture surfaces. A texture surface defines a mapping from raw UV coordinates to texture coordinates as used by shaders. A vector texture is a variation of a texture surface that additionally defines a pair of basis vectors; it is used for bump mapping.
The texture or vector texture directly following a surface defines texture space number 0, the next defines texture space number 1, and so on, exactly like the first t statement after the v statement in a vertex used for building polygonal geometry defines texture space number 0, the next t defines texture space number 1, and so on. Basically, texture and vector texture surfaces replace the t statements used by polygonal geometry, because attaching textures to control points that usually are not part of the surface is not useful.
Texture spaces is what ends up in the state->tex_list array where it can be accessed by texture shaders to decide which texture is mapped which way. Texture space 0 is the first entry in that array, which is used by the shader for the first texture listed in the texture list in the material definition. In general, there is one texture space per texture on a material, although shaders making nonstandard use of texture spaces could be written.
The syntax for texture surfaces is a simplified version of geometric surfaces. The texture_surface_list in the grammar summary at the beginning of the ``Surfaces'' section above expands to zero or more copies of the following block:
[ volume ] [ vector ] texture "u_basis_name" u_param_list "v_basis_name" v_param_list vertex_ref_list
Unlike geometric surfaces, no surface name and material name is given. Bases are given like in geometric surfaces. Texture surfaces use the ranges of the geometric surface they are attached to, they are not repeated in the texture surface basis statements. The vertex_ref_list follows the same rules as the geometric surface's vertex_ref_list. Texture surfaces have no specials such as trimming curves or holes.
The optional volume keyword in the texture surface definition disables seam compensation. It should be used for 3D textures where each texture vector should be used verbatim. If the volume flag is missing, the tessellator detects textures that span the geometric seam on closed surfaces, and prevents rewinding. Consider a sphere with a 2D texture that is shifted slightly in the U parameter direction: a triangle might have u0 = 0.0 on one side and u1 = 0.1 on the other side. If the texture is shifted towards higher u coordinates by 0.05, u0 and u1 will map to texture coordinates t0 = 0.95 and t1 = 0.05, assuming an otherwise normal UV mapping. Even though u0 < u1, t0 >> t1, causing a fast ``rewind'' of the texture. Seam compensation corrects t1 to 1.05. This is undesirable for 3D textures, which should have the volume keyword set. Most problems with strangely shifted textures are caused by inappropriately used or missing volume keywords.
The optional vector keyword in the texture surface definition is a flag that causes bump basis vectors to be calculated during tessellation. This flag must be used if the texture surface is used for a bump map; all built-in shaders supporting bump maps expect such a pair of bump basis vectors.
For a geometric surface S that maps parameters (u,v) into an object's coordinates (x,y,z) and a texture surface T that maps the same parameters into texture coordinates (s,t), the bump map basis vectors are the derivatives
of the composite map S o T-1 from the texture coordinates into object coordinates. They are not normalized and not necessarily orthogonal to each other.
The normal perturbation as suggested by Blinn (cp. [Watt 92] sec. 6.4, pp. 199--201) is given by
with
where
is the normalized surface normal with
and H a height field defining the bump map, usually the intensity of the picture stored in the texture.
This is an example for the simplest of all texture surfaces, a bilinear mapping:
object "mysurface" visible basis "bez1" bezier 1 basis "bez3" bezier 3 group
16 vectors used for the surface 0.0 0.0 0.0 # vector number 16 0.0 1.0 0.0 # vector number 17 1.0 0.0 0.0 # vector number 18 1.0 1.0 0.0 # vector number 19
16 vertices used for the surface v 16 # vertex number 16 v 17 # vertex number 17 v 18 # vertex number 18 v 19 # vertex number 19
surface "surf1" "material" "bez3" 0.0 1.0 0.0 1.0 "bez3" 0.0 1.0 0.0 1.0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
texture "bez1" 0.0 1.0 "bez1" 0.0 1.0 16 17 18 19 end group end object
This texture surface defines a bilinear mapping from the UV coordinates computed during surface tessellation to the texture coordinates. To define other than bilinear mappings, the texture surface needs to have more control points than just one at every corner of the surface. Whenever the surface tessellator generates a triangle vertex, it uses the UV coordinate of that vertex to look up the texture surface and interpolate the texture coordinate from the nearest four points of the texture surface. The resulting texture coordinate is stored with the vertex and becomes available in state->tex_list when the
material shader is called because a ray has hit the surface.
If more than one texture surface is given, one texture coordinate is computed for each texture surface and stored in sequence in the generated triangle vertices. Each texture surface is said to define a ``texture space''. They are available in the state-> tex_list array in the same order. The number and order of texture surfaces should agree with the number and order of textures given in the texture list in the material definition. (Note that not all material shaders support multiple textures.)
If the material name of a surface is empty (two consecutive double quotes), the surface uses the material from the closest instance (this is called material inheritance).
Curves are two-dimensional parametric curves when they are referenced by surfaces. They are used as trimming curves, hole curves, and special curves. They must be defined before the surface which references them. Curves are three-dimensional parametric curves when referenced by spacecurves. A curve is defined as:
curve "curve_name" "basis_name" parameter_list hom_vertex_ref_list [ special special_point_list ]
The parameter_list of a curve is a list of monotonically increasing floating-point numbers that define the number of segments of the curve and the number of control points. Curve parameter lists work very much the same way as surface parameter lists except that no range needs to be provided, because they are supplied by the surfaces that reference the curve under consideration as explained in the next section. For details on parameter lists, see the sections on bases and surfaces above.
Each vertex reference in the hom_vertex_ref_list is an integer index into the vertex list of the current group in the object (index 0 is the first vertex), optionally followed by a floating-point weight. Weights are used only if the curve is rational, they are ignored otherwise. If a weight in a rational curve is missing, it defaults to 1.0. The vertices indexed by the integers in the hom_vertex_ref_list should have no normals or textures (no n and t statements), and the third component of the vector (v statement) should be 0.0 because curves are defined in UV space, not 3D space.
The optional special_point_list specifies points that are included in the approximation of the curve. After the special keyword, a sequence of integers follows that index into the vertex list, just like the integers in the hom_vertex_ref_list. The first component of the vector is used as the t parameter; it forces the point on the curve at parameter value t to become part of the curve approximation. Of course t must be in the range of parameters allowed by the surface definition.
Trimming, Hole, and Special Curves; Special Points
A surface may reference curves to trim the surface, to cut holes into it, and to specify ``special curves'' that become part of the tessellation of the surface. Special points in surfaces work like special points in curves, except that they provide a point in the parameter range of the surface, i.e. a two-dimensional UV coordinate, rather than a one-dimensional curve parameter. They specify single points on the surface that are to be included in the tessellation. As all curves and points are in UV space, the third component of the vectors provided for them is ignored. None of the above types of curves and points may exceed the range of (0.0, 1.0) at any point.
No two curves may intersect each other, and no curve may self-intersect. This is an important point, because trimming curves and holes that are not closing or intersecting themselves or other loops are hazardous for the tessellation routines.
(see trimming curve) Trimming, hole, and special curves and special points are defined at the end of the surface definition. The curves are composed of segments from the list of curves of the surface's group. The surface_specials_list given in the previous section is a list of zero or more of the following four items:
trim "curve_name" min max ... hole "curve_name" min max ... special "curve_name" min max ... special vertexint ...
The dots indicate that each trim, hole, and special statement may be followed by more than one curve segment or vertex, respectively.
The vertex integers specify vertices from the vertex section of the current group in the current object. Such a vertex specifies the UV coordinate of the special point that is to be included in the tessellation.
Each of the three types of curves references a curve that has been defined earlier with a curve statement. If a single trim, hole, or special statement is followed by more than one curve, the resulting trimming, hole, or special curve is pieced together by concatenating the given curves. The min and max parameters allow using only part of the curve referenced. min and max must be in the range of the parameter vector of the curve which in turn must be mapped into the parameter range of the surface. The min and max parameters of two different curve pieces are independent, they only depend on the curve parameter lists. For example, a trimming curve can be built from two curves, using the first three quarters of the first curve and the last three quarters of the second curve:
curve "trim1" "bez1" 0.0 1.0 2.0 3.0 4.0 0 1 2 3 4 curve "trim2" "bez1" 0.0 1.0 2.0 3 5 0 surface "patch1" "mtl" "bez3" 0.0 1.0 0.0 1.0 "bez3" 0.0 1.0 0.0 1.0 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 trim "trim1" 0.0 3.0 "trim2" 0.5 2.0
Both trimming curves use the basis bez1, which is assumed to be a degree-1 linear curve. Hence, trim1 connects the UV vertices 0, 1, 2, 3, and 4 with straight lines, and trim2 connects the vertices 3, 5, and 0. If these two curves are put together by the trim statement in the surface definition, all parts of the surface that fall outside the polygon formed by the UV vertices 0, 1, 2, 3, and 5 are trimmed off. The trim2 curve includes vertex 0 to close the trimming curve. Holes (see hole curve) and special curves are constructed exactly the same way. Trimming curves and holes must form closed loops but special curves are not restricted in this way.
Note that trimming and hole curves must be listed in the correct order, outside in. If there is an outer trimming curve, it must be listed first, followed by the holes. If a hole has a hole, the inner hole must be listed after the outer hole. Since curves may never intersect, there is always an unambiguous order - if a curve A encloses curve B, A must be listed before B. Curves that do not enclose one another can be listed in any order.
This example omits the vector and vertex parts of the group in the object. Here is an example that defines a complete object containing a surface with a trimming curve that precisely follows the outer boundary. A trimming curve that follows the outer surface boundary does not actually clip off any part of the surface, but it is still useful if surfaces are to be connected, because connections work on trimming curves.
object "mysurface" visible basis "bez1" bezier 1 basis "bez3" bezier 3 group 16 vectors used for the surface 0.0 0.0 0.0 # vector number 16 1.0 0.0 0.0 # vector number 17 1.0 1.0 0.0 # vector number 18 0.0 1.0 0.0 # vector number 19
16 vertices used for the surface v 16 # vertex number 16 v 17 # vertex number 17 v 18 # vertex number 18 v 19 # vertex number 19
curve "trim1" "bez1" 0.0 0.25 0.5 0.75 1.0 16 17 18 19 16 surface "surf1" "material" ... trim "trim1" 0.0 1.0 end group end object
The trimming curve in the example is linear, using a degree-1 Bézier basis. This means that the parameter vector has five equally-spaced parameters, one for each corner in counter-clockwise order and back to the first corner to close the trimming curve. Trimming and holes always require a closed curve or sequence of curves (they can be pieced together by multiple curves as long as the pieces form a closed loop together). The results are undefined if trimming or hole loops are not closed, or intersect.
If the trimming curve would be a degree-3 Bézier going through four corner points, a parameter vector with 3 *5 + 1 = 16 parameters would be required (again, the 5 is the number of corners visited including the return to the first to close the curve).
For details on the parameter vector following the basis name in the definition of the curve, refer to the section on curves above. The bases and parameter vectors for curves and surfaces follow the same rules, except that curves have no explicit range; they always use the implicit range given by the parameter list.
Approximations are defined within an object group and they specify how previously defined polygons, surfaces and curves should be tessellated. When the keyword approximate is directly followed by an approximation technique it refers to a polygon or a list of polygons. It only has an effect on displacement mapped polygons. Within an object group containing free-form surface geometry the approximation statements are given separately for the surface itself and for curves used by the surface. The surface approximation statement sets the approximation technique for the surface itself. (see displacement shader) If it carries a displacement map this statement refers to the underlying geometric base surface and does not take the displacement into account. One may specify the approximation criteria on the displaced surface with an additional displace approximation statement or even leave out the surface approximation statement altogether.
If the material of the surface does not contain a displacement shader the displace approximation statement is ignored. A trim approximation statement applies to all trimming, hole and special curves attached to the given surface or surfaces collectively; it is equivalent to separate curve approximations for each individual curve. If the options statement specifies approximation statements for base surfaces and/or displacements, they overrides the approximation statements in the object. This can be used for quick previews with low tesselation quality, for example.
approximate technique [ minint maxint ] approximate surface technique [ minint maxint ] "surface_name" ... approximate displace technique [ minint maxint ] "surface_name" ... approximate trim technique [ minint maxint ] "surface_name" ... approximate curve technique [ minint maxint ] "curve_name" ...
The dots indicate that there may be more than one surface_name or curve_name following the approximation statement. The given approximation is then used for all named surfaces or curves.
technique stands for one or more of the following:
view tree grid [ regular ] parametric u_subdiv [ v_subdiv ] length edge distance dist angle angle spatial [ view ] edge curvature [ view ] dist angle
tree and grid are mutually exclusive. parametric cannot be combined with any of the others except grid, which is the default for the parametric case anyway. regular can only be used together with parametric. view has no effect unless one of length, distance, spatial, or curvature is also given.
View-dependent approximation is enabled if the view statement is present. It controls whether the edge argument of the length and spatial statements, and the dist argument of the distance and curvature statements, are in camera space or in raster space.
Tree and grid approximation algorithms are available for surface approximation. The grid algorithm tessellates on a regular grid of isolines in parameter space; the tree algorithm tessellates in a hierarchy of successive refinements that produces fewer triangles for the same quality criteria. By definition parametric approximations always use the grid algorithm; all others can use either but tree is the default. tree and grid have no effect on curve approximations.
Parametric approximation subdivides each patch of the surface into u_subdiv *degree equal-sized pieces in the U parameter direction, and v_subdiv *degree equal-sized pieces in the V parameter direction. If regular the number of subdivisions of the whole surface simply equals the parameter value. v_subdiv must be present for surface approximations and must be omitted for curve and trim approximations. Note that the factor is a floating point number, although a patch can only be subdivided an integral number of times. For example, if a factor of 2.0 is given and the surface is of degree three, each patch will be subdivided six times in each parametric direction. If a factor of 0.0 is given, each patch is approximated by two triangles.
Curves are subdivided in subdiv *degree equal pieces by the parametric approximation and into subdiv equal pieces by the regular parametric approximation.
For displacement mapped polygons and displacement mapped surfaces with a displace statement regular parametric has the same meaning as parametric in the approximation. For displacement mapped polygons the u_subdiv constant specifies that each edge in the triangulation of the original polygon is subdivided for the displacement 2u_subdiv times. If a displace approximation is given for a displacement mapped surface, the initial tessellation of the underlying geometric surface is subdivided in the same way as for polygons. For example, a value of 2 leads to a fourfold subdivision of each edge. Non-integer values for the subdivision constant are admissible. Nothing is done if the expression above is smaller than 2 (i.e.if u_subdiv < 1). The v_subdiv constant is ignored for the parametric approximation of displacement maps.
Length/distance/angle (LDA) approximation specifies curvature-dependent approximation according to the criteria specified by the length, distance, and angle statements. These statements can be given in any combination and order, but cannot be combined with parametric approximation in the same approximate statement.
The length statement subdivides the surface or curve such that no edge length of the tessellation exceeds the edge parameter. edge is given as a distance in camera space, or as a fraction of a pixel diagonal in raster space if the view keyword is present. Small values such as 1.0 are recommended. The min and max parameters, if present, specify the minimum and maximum number of recursion levels of the adaptive subdivision. The min parameter is a means to enforce a minimal triangulation fineness without any tests. Edges are further subdivided until they satisfy the given criterion is fulfilled or the max subdivision level is reached. The defaults are 0 and 5, respectively; 5 is a very high number. Good results can often be achieved with a maximum of 3 subdivisions.
For displacement mapped polygons and displacement mapped surfaces with a displace approximation statement the length criterion in the approximation limits the size of the edges of the displaced triangles and ensures that at least all features of this size are resolved. Subdivision stops as soon as an edge satisfies the criterion or when the maximum subdivision level is reached. The possibility that at an even finer scale new details may show up which would lead again to longer edges of course cannot be ruled out. This caveat about the potential miss of high-frequency detail applies also to the distance and angle criteria.
The distance statement specifies the maximum distance dist between the tessellation and the actual curve or surface. The value of dist is a distance in camera space, or a fraction of a pixel diagonal in raster space if the view statement is present. As a starting point, a small distance such as 0.1 is recommended. The min and max parameters, if present, specify the minimum and maximum number of recursion levels of the adaptive subdivision.
For displacement mapped polygons and displacement mapped surfaces with a displace approximation statement the distance criterion cannot be used in the same way because the displaced surface is not known analytically. Instead, the displacements of the vertices of a triangle in the tessellation are compared. The criterion is fulfilled only if they differ by less than the given threshold. Subdivision is finest in areas where the displacement changes. For example, if a black-and-white picture is used for the displacement map the triangulation will be finest along the borders between black and white areas but the resolution will be lower away from them in the uniformly colored areas. In such a case one could choose a moderately dense parametric surface approximation that samples the displacement map at sufficient density to catch small features, and use the curvature-dependent displace approximation to resolve the curvature introduced by the displacement map. Even if the base surface is triangulated without adding interior points, i.e.as if its trim curve defined a polygon in parameter space, it is still possible to guarantee a certain resolution by increasing the min subdivision level. Only the consecutive subdivisions are then performed adaptively.
The angle statement specifies the maximum angle angle in degrees between normals of adjacent tiles of a displaced polygon or the tessellation of a surface or its displacement or between tangents of adjacent segments of the curve approximation. Large angles such as 45.0 are recommended. The min and max parameters, if present, specify the minimum and maximum number of recursion levels of the adaptive subdivision.
Spatial approximation as specified by a spatial statement is a special case of an LDA approximation that specifies only the length statement. For backwards compatibility, the spatial statement has been retained; it is equivalent to the length statement plus an optional view statement.
Curvature-dependent approximation as specified by the curvature statement is also a special case of LDA approximation, equivalent to a distance statement, an angle statement, and an optional view statement. The spatial and curvature statements can be combined, but future designs should use length, distance, and angle directly.
If no approximation statement is given the parametric technique is used by default with u_subdiv = v_subdiv = 1 for surfaces, or u_subdiv = 1 in the case of curves and u_subdiv = 0 for polygons.
Connections may be defined within a group to specify the connection between two surfaces along intervals of their respective trimming curves or hole curves. They may be used in place of or in addition to the edge merging performed on the group level. A connection is defined as:
connect "surface_name1" "curve_name1" min1 max1 "surface_name2" "curve_name2" min2 max2
This statement connects two surfaces surface_name1 and surface_name2 by connecting their trimming curves curve_name1 and curve_name2. The curves are connected only in the range (min1 ...max1) and (min2 ...max2), respectively. They share the same points, but normals, textures etc. are evaluated on the individual surfaces. Only surfaces that have trimming curves can be connected by an explicit connect statement; for an example for a simple trimming curve that goes around the edge of a surface see the section on curves above. Trimming curves used in connections must satisfy three conditions:
Best results are obtained if the curves to be connected are close to each other in world space and have at least approximately the same length. connect is not meant to be a replacement for proper modeling. For carefully modeled surfaces it will not be necessary most of the time. Its purpose is to close small cracks between adjacent surfaces that are already not too far from each other. Topologically complex situations with several connections meeting in a point are beyond its scope.
Here is an example of two surfaces that meet along one of their edges such that a gap remains. A connection is used to close the gap. The four control points defining the straight trimming curves that are connected are marked as #0, #1, #2, and #3; the control points of the second surface marked (*) have been modified slightly to create the gap.
This is a complete .mi file that can be rendered directly.
verbose on $include <softimage.mi> options "opt" samples -1 1 contrast .1 .1 .1 .1 trace depth 2 2 end options light "point" "soft_point" ( "color" 1.0 1.0 1.0, "factor" 1.0) origin 140.189178 83.103180 50.617714 end light instance "light_inst" "point" end instance camera "cam" output "pic" "x.pic" focal 50.000000 aperture 44.724029 aspect 1.179245 resolution 500 424 frame 1 end camera instance "cam_inst" "cam" end instance material "mtl" opaque "soft_material" ( "mode" 2, "shiny" 50.000000, "ambient" 0.500000 0.500000 0.500000, "diffuse" 0.700000 0.700000 0.700000, "specular" 1.000000 1.000000 1.000000, "ambience" 0.300000 0.300000 0.300000, "lights" ["light_inst"]) end material object "obj" visible shadow trace
basis "bez1" bezier 1 basis "bez3" bezier 3 group "example" 0.314772 -3.204608 -7.744229 0.314772 -2.146943 -6.932366 0.314772 -1.089277 -6.120503 0.314772 -0.031611 -5.308641 #0 -0.660089 -2.650739 -8.465791 -0.660089 -1.593073 -7.653928 -0.660089 -0.535407 -6.842065 -0.660089 0.522259 -6.030203 #1 -1.634951 -2.096869 -9.187352 -1.634951 -1.039203 -8.375489 -1.634951 0.018462 -7.563627 -1.634951 1.076128 -6.751764 #2 -2.609813 -1.543000 -9.908914 -2.609813 -0.485334 -9.097052 -2.609813 0.572332 -8.285189 -2.609813 1.629998 -7.473326 #3 0.000000 0.000000 -5.000000 #0 (*) 1.224400 0.561979 -6.081950 2.134028 1.155570 -6.855258 3.043655 1.749160 -7.628566 -0.500000 0.700000 -6.000000 #1 (*) 0.249538 1.115849 -6.803511 1.159166 1.709439 -7.576819 2.068794 2.303029 -8.350128 -1.200000 1.000000 -7.000000 #2 (*) -0.725323 1.669719 -7.525073 0.184305 2.263309 -8.298381 1.093932 2.856899 -9.071690 -2.000000 2.000000 -7.500000 #3 (*) -1.700185 2.223588 -8.246634 -0.790557 2.817178 -9.019943 0.119071 3.410769 -9.793251 0.0 0.0 0.0 1.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 v 0 v 1 v 2 v 3 v 4 v 5 v 6 v 7 v 8 v 9 v 10 v 11 v 12 v 13 v 14 v 15 v 16 v 17 v 18 v 19 v 20 v 21 v 22 v 23 v 24 v 25 v 26 v 27 v 28 v 29 v 30 v 31 v 32 v 33 v 34 v 35 curve "curve1" "bez1" 0.0 0.25 0.5 0.75 1.0 32 33 34 35 32 curve "curve2" "bez1" 0.0 0.25 0.5 0.75 1.0 32 35 34 33 32 surface "patch1" "mtl" "bez3" 0.0 1.0 0.0 1.0 "bez3" 0.0 1.0 0.0 1.0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 trim "curve1" 0.0 1.0 surface "patch2" "mtl" "bez3" 0.0 1.0 0.0 1.0 "bez3" 0.0 1.0 0.0 1.0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 trim "curve2" 0.0 1.0 approximate surface parametric 1.0 1.0 "patch1" approximate surface parametric 1.0 1.0 "patch2" approximate trim parametric 3.0 "patch1" approximate trim parametric 3.0 "patch2" connect "patch1" "curve1" 0.25 0.5 "patch2" "curve2" 0.0 0.25 end group end object instance "obj_inst" "obj" end instance instgroup "root" "light_inst" "cam_inst" "obj_inst" end instgroup render "root" "cam_inst" "opt"
Note that the trimming curves curve1 and curve2 have a different orientation, one clockwise and one counterclockwise, because their control point lists are in a different order. This means that where both trimming curves run in parallel, they run in the same direction in 3D space, which is a required condition for trimming curves to be connected. The trimming curves must be closed (another condition) and so run around all four edges of the (square) surfaces. Since only one edge of each surface is connected to the other, the connection ranges select only one quarter ( 0.5 ...0.25 and 0.25 ...0.0) of each curve.
The example produces the following image, once rendered without and then with the connect statement:
instance "name" "entity"|geometry function [ hide on|off ] [ visible on|off ] [ shadow on|off ] [ trace on|off ] [ caustic [ mode ]] [ transform [ matrix ]] [ motion transform [ matrix ]] [ motion off ] [ material "material_name" ] [ material [ "material_name" [ , "material_name" ... ] ] ] [ (parameters) ] end instance
Instances place cameras, lights, objects, and instance groups into the scene. Without instances, these entities have no effect; they are not tessellated and are not scheduled for processing. An instance has a name that identifies the instance when it is placed into an instance group (see below). Every instance references exactly one entity entity, which must be the name of a camera, a light, an object, or an instance group. If the instanced item is a geometry shader function, the scene entity created by this special shader is actually used as the instanced item.
The hide flag can be set to on to disable the instance and the entity it references. This is useful to temporarily suspend an instance to evaluate a subset of the scene, without deleting and later recreating suspended parts. hide is off by default.
(see visible flag) (see shadow flag) (see trace flag) (see caustics) (see inheritance) The visible, shadow, trace and caustic modes are inherited down the scene DAG. Flags in instances lower (closer to the objects) override flags in instances higher up. The flags from the instance closest to the object are merged with the corresponding object flags. The resulting values become the effective flags for rendering. If no flags are specified in the relevant instances, only the object flags are used. For the exact definition of these flags refer to the Object section. The caustics mode bitmap contains four bits, and the desired behavior is the sum of 1 (to enable caustic casting), 2 (to enable caustic receiving), 4 (to disable caustic casting), and 8 (to disable caustic receiving). Obviously, 1 and 4, and 2 and 8, cannot be mixed, respectively. If mode is omitted, the default is 3 (enable casting and receiving).
The transform statement is followed by 16 numbers that define a 4 *4 matrix in row-major order. The matrix establishes the transformation from the parent coordinate space to the object space of the instanced entity. If the instance is directly attached to the root instance group (see below), the parent coordinate space is world space. For example, the following matrix translates the instanced entity to the coordinate (x, y, z):
transform 1 0 0 0 0 1 0 0 0 0 1 0 x y z 1
Instance transformations are ignored if the options entity explicitly sets the coordinate space to camera space, using the camera space statement. This is not recommended.
The motion transform matrix specifies a transformation from parent space to local space for motion blurred geometry. If not specified, the instance transformation is used for the motion blur transformation. In this case the parent instance determines whether motion blur is active or not. Motion blur is activated by specifying a motion transformation in the scene DAG, this transformation is propagated through the scene DAG in the same way as the instance transformations. The motion off statement turns off all motion information inherited up to this point, as if the camera and all instances above did not have motion transforms. This can be used to disable motion transformations for a scene subtree.
If a motion transformation is specified in an object instance, the triangle vertex points of the tesselated geometry are transformed by the matrix product of the accumulated instance matrix and the inverse accumulated motion transformation matrix. The difference vector between the transformed and the untransformed triangle vertex point is used as a motion vector in local object space. If an object has motion vectors attached to the vertices, the motion vector calculated as described above is added to the object motion vector. A motion transformation can be given for both object and camera instances. If a motion transformation is specified in a camera instance, the effective motion transformation for the triangle vertices is the matrix product of the relative instance and relative camera motion transformation.
The material_name is the name of a previously defined material. It is stored along with the instance. Instance materials are inherited down the scene DAG. Materials in instances lower (closer to the leaves) override materials in instances higher up. The material defined lowest becomes the default material for any polygon or surface in a geometrical object that has no material of its own.
If a bracketed, comma-separated list of material_names is given, mental ray will use the n-th material in the list if the polygon or surface label is n. If the label exceeds the length of the list, the first material in the list is used. Polygon and surface labels can be specified in the object definition that have the tagged (see tagged flag) flag set. If this flag is not set, the first material in the list is used. The list may not be empty.
An instance may define parameters. Instance parameters are evaluated during scene preprocessing during preprocessing. Whenever the initial scene traversal finds an instance, it calls the inheritance shader defined in the options entity with the parent instance parameters and the parameters of the new instance. The inheritance shader must then compute a new parameter set, which becomes the parent parameters for any future instances found in the entity subtree below the new instance, if entity is an instance group (if not, no sub-instances can exist and recursion ends). The inheritance shader is also called if there is no parent instance yet or if the new instance contains no parameters. The final parameter set created by the inheritance shader called for the bottom-level instance (which instances a camera, light, or object) is made available to shaders, in addition to the regular shader parameters.
The instance parameters must be declared just like shader parameters. The declare command must name the inheritance function, as specified in the options entity. All instances share the same declaration.
If transform, motion transform, and material are given without arguments, the respective feature is turned off. This is useful for incremental changes. It is not relevant for the initial definition because these features are off by default when an instance is created.
The entity may be named in more than one instance. This is called ``multiple instancing.'' If two instances name the same object, the object appears twice in the scene, even though it is stored only once in the scene database. This greatly reduces memory consumption. For example, it is sufficient to create one wheel object for a car, and then instance it four times. All four instances will contain a different transformation matrices to place the wheels in four different locations. (This implies that multiple instancing is not useful in camera space mode because in this mode the transformations are ignored.) It is also possible to apply multiple instancing to object groups to replicate entire sub-scenes.
If the instanced item is a ``geometry shader'', the function is called with shader parameters and the scene element created by the shader is defined in the local coordinate space of the instance. The geometry shader is called just before tessellation takes place. The following example uses a geometry shader mib_geo_sphere:
instance "sphere" geometry "mib_geo_sphere" () end instance
In this example a spherical object is procedurally created. This example uses the syntax for anonymous shaders; as usual the named shader syntax using the shader keyword and named shader assignments using the ``='' sign can also be used. Named shaders created inside or outside procedural object definitions are in global scope and can be shared with other objects.
For a complete example for building scene graphs with instances and instance groups, see below.
instgroup "name" "name" ... end instgroup
Every scene consists of more than one entity. There must be at least one camera and at least one object. In the simplest case, all cameras, lights, and objects can be collected into a single group, forming a ``flat scene'' because there is no hierarchy. Note that cameras, lights, and objects are never put into an instance group directly. Instead, an instance must be defined, one for each, and the instance is then put into the group. (This is why it is called an ``instance group.'')
Instance groups can be nested. An instance group is placed into a parent instance group exactly like a camera, light, or object: an instance must be defined for the child instance group, and the instance is put into the parent instance group. As with other entities, it is possible to create more than one instance for an instance group; this allows multiple instancing of sub-scenes. There is no limit on the nesting depth of instance groups.
Since the only purpose of instance groups is as a container for instances, the syntax is very simple. After the name of the instance group, one or more names of instances follow. An incremental change to an instance group clears the old instance list (without deleting the instances themselves); to add or remove an instance in an instance group, the incremental change must respecify the entire instance list.
The top-level instance group has no instance. It is called the root instance group. The root instance group stands for the entire scene. It is passed to the render command to process the scene. More than one root instance group can exist, but only one can be processed at a time. Camera instances must always be attached to the root instance group, not a lower-level instance group, and it may not be multiply instanced to ensure unambiguity. Multiple cameras can exist in the root instance group, but only one can be passed to the render command.
In order to get contours, it is necessary to link with the contour.so shader library, and a $include <contour.mi> statement is also needed. The file contour.mi contains declarations of the contour shaders in contour.so.
Also, the contour store function has to be specified in the options statement. A contour store function has no parameters and is specified as
contour store "contour_store_function" ()
A contour contrast function specifies where there should be a contour. Like the contour store function, the contour contrast function has to be specified in the options statement. The parameters of this function specify which difference in depth or surface orientation should cause a contour. For example, to get a contour where the difference in depth is more than 1.0 or the difference in surface normal is more than 60 degrees and between materials, the following contour contrast function is used
contour contrast "contour_contrast_function_levels" ( "zdelta" 1.0, "ndelta" 60.0, "diff_mat" on, "contrast" on, "min_level" 1, "max_level" 1 )
(Be aware that if zdelta or ndelta is set to a very small value, contours will be created also in large regions interior to objects.)
When diff_mat is on, contours are created between different materials. When contrast is on, contours are created where the contrast between colors is larger than the contrast specified in the options within the options statement. The parameters min_level and max_level tell which levels of reflection and layers of semitransparent materials should have contours on them. When both are set to 1, as here, only the outermost materials get contours and no reflections cause contours.
The hands in the figure shows the influence the parameters of the contour contrast function has on where contours are created. Top row (left to right): large zdelta and ndelta give only contours on the outline where the depth difference to the infinitely distant background is large; large ndelta and small zdelta give contours where there is even a small depth difference; small ndelta and zdelta gives contours where there is a small change in depth or orientation. Bottom row: Contours on deeper levels of materials seen through a semitransparent material; contours on reflections on a reflective material, for example the reflection of the thumb is visible in the index finger.
The contour properties (color, width, etc.) depend on the object the contour is on and its material. For each material that should have a contour, one has to specify a contour shader. A material will not get a contour if it does not have a contour shader. The colors consist of four components: red, green, and blue color, and opacity. All four components of the color are normally between 0 and 1. The width is specified as a percentage of the minimum of image x resolution and y resolution. For example, if the image resolution is 700*500 and a contour width of 1.0 (percent) is specified, the thickness of the line becomes 5 pixels. The color, width, etc.can be parameters, or depend on curvature, distance, color, and illumination.
A material gets a simple contour of constant color and width if it has the contour_shader_simple contour shader. For example, the following specifies red contours that are half a percent wide:
contour "contour_shader_simple" ( "color" 1.0 0.0 0.0 1.0, # solid red "width" 0.5 # in % of image resol )
As another example of a contour shader, contours of color and width that are linearly interpolated between two values, depending on distance to the camera, are specified with the contour shader contour_shader_depthfade. Two depths, colors, and widths are specified. If a contour point is more distant than far_z, the contour gets color far_color and width far_width. If a point is nearer than near_z, the contour gets color near_color and width near_width. If the depth is in between, the color and width are linearly interpolated. For example, to get contours that are interpolated between two percent wide red at depth -10 and half a percent wide blue at depth -25, specify
contour "contour_shader_depthfade" ( "near_z" -10.0, # from this depth, "near_color" 1.0 0.0 0.0 1.0, # color (red), "near_width" 2.0, # and width (in %) "far_z" -25.0, # to this depth, "far_color" 0.0 0.0 1.0 1.0, # color (blue), "far_width" 0.5 # and width (in %) )
The left figure is a black-and-white illustration of this depthfade contour shader. The right figure is a scene with two materials with different contour type: illumination-dependent contours on the teapot and simple contours on the ``floor''.
There are many other contour shaders in contour.so, and new ones can be written by the user.
After the regular image has been computed, a contour output shader can get the contour line segments and use them to for example render a contour image or write a file with contour information. The user can write contour output shaders using the built-in function mi_get_contour_line.
There are three contour output shaders in contour.so. They can generate a contour image, a contour image composited over the regular image, and a PostScript file with black contours. The output shader has to be specified in the camera.
To get a contour image called mycontourimage.pic in pic format, write
output "contour,rgba" "contour_only" () output "pic" "mycontourimage.pic"
To get an image called mycontourimage2.pic (in pic format) containing contours composited over the regular image, write
output "contour,rgba" "contour_composite" () output "pic" "mycontourimage2.pic"
The contour_composite output shader has two optional Boolean parameters: glow and maxcomp. The glow parameter makes all contours become darker and more transparent near their edges, creating a glow effect. maxcomp specifies that when a contour is over another contour, the maximum of the two colors (in each color band) should be used. If maxcomp is not specified (or set off), normal alpha compositing is used. The contour_only output shader also has the glow and maxcomp parameters, and in addition it has a background parameter which determines the background color (default is black).
To get a PostScript file called mycontourfile.ps with all contours in black, write
output "contour,rgba" "contour_ps" ( "paper_size" 4, "paper_scale" 1.0, "paper_transform_b" 0.0, "paper_transform_d" 1.0, "title" on, "landscape" on ) output "ps" "contourimage.ps"
The PostScript file in this example gives A4 paper size with full scale. "paper_size" is an integer, with 0 indicating ``letter'' size, 1 indicating ``executive'', 2 indicating ``legal'', 3--6 indicating ``a3'', ``a4'', ``a5'', ``a6'', 7--9 indicating ``b4'', ``b5'', ``b6'', and 10 indicating ``11x17''. The parameter paper_scale scales the PostScript output. Furthermore, the Postscript coordinates are transformed according to the matrix (1 b 0 d ), where b and d are the parameters "paper_transform_b" and "paper_transform_d". This e.g.enables one to compensate for printers that print out with a slight skew. The Boolean title determines whether a title (consisting of file name and frame number) and a frame around the image are written. The Boolean landscape makes the output be in landscape mode rather than portrait mode.
It is also possible to get both the regular image (without contours) and one of the above at the same time. For example, to get the regular image and an image of the contours, write
output "pic" "myimage.pic" output "contour,rgba" "contour_only" () output "pic" "mycontourimage.pic"
If only simple outlines of objects are needed, contour_shader_simple can be used with contour_store_function_simple and contour_contrast_function_simple to get fast contour computations. Furthermore, very simple material shaders should be used (no illumination, shadow, reflection, refraction, or texture computations).
This example creates two images of a cube, each with a different camera and light:
$include <softimage.mi> options "opt" samples -1 1 contrast .1 .1 .1 .1 trace depth 2 2 end options camera "cam1" frame 1 output "pic" "x.pic" focal 100 aperture 144.724029 aspect 1.179245 resolution 500 424 end camera instance "caminst1" "cam1" end instance light "light1" "soft_point" ( "color" 1 1 1, "factor" 1 ) origin 141.375732 83.116005 35.619434 end light instance "lightinst1" "light1" end instance material "mtl" opaque "soft_material" ( "mode" 2, "shiny" 50, "ambient" .5 .5 .5, "diffuse" .7 .7 .7, "specular" 1 1 1, "ambience" .3 .3 .3, "lights" [ "lightinst1" ] ) end material object "obj1" visible shadow trace group "mesh" -7.068787 -4.155799 -22.885710 -0.179573 -7.973234 -16.724060 -7.068787 4.344949 -17.619093 -0.179573 0.527515 -11.457443 0.179573 -0.527514 -28.742058 7.068787 -4.344948 -22.580408 0.179573 7.973235 -23.475441 7.068787 4.155800 -17.313791 v 0 v 1 v 2 v 3 v 4 v 5 v 6 v 7 c "mtl" 0 1 3 2 c 1 5 7 3 c 5 4 6 7 c 4 0 2 6 c 4 5 1 0 c 2 3 7 6 end group end object instance "inst1" "obj1" end instance instgroup "world" "caminst1" "lightinst1" "inst1" end instgroup render "world" "caminst1" "opt" # render frame 1 incremental camera "cam1" frame 2 aperture 100 end camera incremental light "light1" "soft_point" ( "color" 1 0 1, ) end light render "world" "caminst1" "opt" # render frame 2