Supported & Unsupported Functions
Joon Hyub Lee edited this page Aug 1, 2013
·
85 revisions
Category | Function | Method | Detail |
---|---|---|---|
Basics | Begin Record |
beginRecord()
|
Include things to be rendered. |
End Record |
endRecord()
|
Include things to be rendered. | |
Render |
render()
|
The draw() loop that comes right after is rendered.
|
|
Display |
displayRendered(..)
|
Displays the rendered result. | |
Image Setting | Image Size |
setSizeMultiplier(..)
|
Set output image size as a multiple of sketch size. |
Sampler |
setSampler(..)
|
Choose between "ipr" and "bucket" rendering samplers. | |
Anti Aliasing |
setAA(..)
|
Settings for anti aliasing. | |
Caustics |
setCaustics(..)
|
Settings for reflected and refracted light. | |
Trace Depths |
SetTraceDepths(..)
|
Set diffraction, reflection, refraction depths. | |
Depth of Field |
setDOF(..)
|
Focusing and unfocusing effect. | |
Fill | Light |
fill(..)
|
Fills positive normal side with light. |
Constant |
fill(..)
|
Affected geometry is colored flat without shading. | |
Diffuse |
fill(..)
|
Matte shading. | |
Shiny |
fill(..)
|
Glossy shading. | |
Mirror |
fill(..)
|
Mirror shading. | |
Glass |
fill(..)
|
Transparent on positive, reflective on negative normal sides. | |
Phong |
fill(..)
|
Phong shading. | |
Ambient Occl. (Shader) |
fill(..)
|
Ambient occlusion shading. Uuninfluenced by lightings. | |
Background | Background Color |
background(..)
|
Color background. Doesn't emit light & isn't reflected. |
Instant GI |
background(..)
|
Quick & trouble-free GI. | |
Ambient Occl. (GI) |
background(..)
|
Renders ambient-occlusion GI on top of shaded rendering. | |
Cornell Box |
background(..)
|
Loads a cornell box, a quick & useful lighting condition. | |
Geometry | Box |
box(..)
|
Box with outward positive normals. |
Sphere |
sphere(..)
|
Sphere with outward positive normals. | |
Triangles |
vertex(..)
|
Use with beginShape(TRIANGLES) & endShape() .
|
|
Quads |
vertex(..)
|
Use with beginShape(QUADS) & endShape() .
|
My selection of unsupported functions that I plan to implement. Refer to Sunflow Wiki to see what they are.
Your contribution is highly appreciated!
Shader
- Textured diffuse
- Textured shiny
- Textured phong
- Textured ambient occlusion
- Ward & textured ward
- Uber
- Custom defined shaders
- Point light (substitute for small box & sphere lights?)
- Image-based light
- Sunsky
- Fake ambient occlusion GI
- Particles (substitute for small & numerous spheres?)
- Bump map
- Normal map
- Gray diffuse render
- Primitive render
- Wireframe render