Test.ifd

[index]

22th February 2009   4:50pm 18sec
/stuhome/vsfx419/vex/Test.ifd


VEXTEST



# For testing vex shaders without using Houdini - by Renee Tam.
# Be sure to replace these with the appropriate values:
#     /stuhome/vsfx419/cutter
#    /stuhome/vsfx419
#     vex
#    cutrDiffuse
# Source code by Renee Tam (Feb 2004). Modified to handle OTL
# for Houdini 7 by M. Kesson with help from Matthew Parrott.
# (Feb 2005).
  
# specify version
ray_version VEX7.0.231
  
# Set the path to Cutter's library of IFD shapes
set pathToGeometry = "/stuhome/vsfx419/cutter/Cutter_Help/ifd_geometry"
  
# Set the path to the OTL file that contains the VEX shader that you wish to test
set pathToOTL = "/stuhome/vsfx419/vex/test.otl"
  
# For Houdini 7 we must load the OTL file in which our VEX shader is defined
ray_loadotl $pathToOTL
  
# Set handle "geo" to reference sphere.geo
# Other shapes that are part of the Cutter library are
#    circle.geo, cube.geo, plane.geo, torus.geo and tube.geo
ray_detail -s geo $pathToGeometry/sphere.geo
  
# global transform
ray_globaltransform 1 0 0 0  0 1 0 0  1 0 0 0  0 0 0 1
# use the ip renderer
ray_picture ip
  
# setting the resolution
ray_resolution 256 256
# the zooming angle
ray_zoom 1.0
  
### common light shaders and their default parameters
### NAME        PARAMETERS
### asad_light    (lightcolor - 1 1 1)
###                (coneangle - 180)
###                (conedelta - 10)
### pointlight    (lightcolor - light color)
### ambient       (lightcolor - light color)
### distant       (lightcolor - .8 .8 .8)
###             (atten - 1000000)
### attenlight    (intensity - 1)
###             (lightcolor - .8 .8 .8)
###                (atten - 100000)
### attenspot    (intensity - 1)
###             (lightcolor - 1 1 1)
###                (coneangle - 30)
###             (conedeltaangle - 5)
###                (beamdistribution - 1)
###                (atten - 1000000)
### window         (light_color - 1 1 1)
###                (dark_color - .3 .3 .3)
###                (xorder - 2)
###                (yorder - 3)
###                (xoff - .5)
###                (yoff - .5)
###                (panewidth - 1)
###                (paneheight - 1)
###                (framewidth - .2)
###                (fuzz - .2)
  
#  lights are next
ray_light -n light1 -Z 1 1
ray_shader attenlight intensity 2
ray_transform 1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 0
  
#  define the path to the object file
ray_object object1 geo $pathToGeometry/sphere.bgeo
  
#  obj transform
ray_transform 1 0 0 0  0 1 0 0  0 0 1 0  0 0 2.5 1
  
#  details of the shader and its parameter names/values go next
#ray_shader opdef:/Shop/cutrDiffuse 
    #                Kd 1
        #            surfcolor = {1,1,0}
                    #texname "/stuhome/vsfx419/Type name of new folder/zebra_001.jpg"
            #        Ks = 1
                #    roughness = 0.1
                    #hilitecolor = {1,1,1}
                    
ray_shader opdef:/Shop/azebra     c1 1 1 0 \
                                c2  0 1 1 \
                                freq 5 \
                                s_center 0.9 \
                                t_center 0.9
                                
ray_displace opdef:/Shop/cutrDisplace Km 0.1\
                                        freq 15 \
                                        s_center 0.9 \
                                        t_center 0.9                
                
#ray_displace opdef:/Shop/cutrDiffuse
  
#  ray_1mask and ray_rmask are relevent on when lights
#  other than ambient light are used
ray_lmask  0
ray_rmask *
ray_render
ray_quit