/* * nick_screen * * DESCRIPTION: * Makes a surface that looks like a metal screen. Strips of metal run * parallel to lines of two dimensions. You can adjust the Ka, Kd, Ks, etc. * to change the material appearance. This texture antialiases pretty * well, even with only one sample per pixel. * * PARAMETERS: * Ka, Kd, Ks, roughness, specularcolor - work just like the plastic shader * frequency - how many cycles of screen in st space * density - how much of each cycle is opaque? * dimensions - x = 1, y = 2, z = 4, add the two you want * i.e x+y = 3, x+z = 5, y+z = 6 * widthoffset will be between 0 and (windowwidth + wallwidth) * heightoffset will be between 0 and (windowheight + wallheight) * * * AUTHOR: Nick Meshes * * * * The RenderMan (R) Interface Procedures and RIB Protocol are: * Copyright 1988, 1989, Pixar. All rights reserved. * RenderMan (R) is a registered trademark of Pixar. */ #define boxstep(a,b,x) (clamp(((x)-(a))/((b)-(a)),0,1)) #define MINFILTERWIDTH 1.0e-7 surface nick_screen (float Ka = 1, Kd = 0.75, Ks = 0.4, roughness = 0.1; color specularcolor = 1; color screencolor = color(1, 0, 0); float dimensions = 3; float windowwidth = 1, wallwidth = 1; float windowheight = 1, wallheight = 1; float widthoffset = 0, heightoffset = 0; ) { normal Nf; vector V; float apart; float bpart; float sum; if (dimensions == 5){ apart = abs(xcomp(P)); bpart = abs(zcomp(P)); } else if (dimensions == 6){ apart = abs(ycomp(P)); bpart = abs(zcomp(P)); } else{ apart = abs(xcomp(P)); bpart = abs(ycomp(P)); } Cs = screencolor; apart = mod((apart + widthoffset), (windowwidth + wallwidth)); bpart = mod((bpart + heightoffset), (windowheight + wallheight)); sum = 0; if (apart > (wallwidth/2)) if (apart < (windowwidth + (wallwidth/2))) sum = sum + 1; if (bpart > (wallheight/2)) if (bpart < (windowheight + (wallheight/2))) sum = sum + 1; if (sum == 2) Os = 0; Nf = faceforward(normalize(N),I); V = -normalize(I); Oi = Os; Ci = Oi * ( Cs * (Ka*ambient() + Kd*diffuse(Nf)) + specularcolor * Ks*specular(Nf,V,roughness)); }