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Add manifold2d, float[2] support, doc fixes

And minor cleanups, bibliography, references.
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luisbarrancos committed Aug 21, 2018
1 parent 7e593b9 commit a888c0bac6fefc37455e07dc327f5fffe88194b4
@@ -7,7 +7,8 @@ Bibliography
|
.. bibliography:: /bibtex/references.bib
:list: enumerated
:list: citation
:style: plain
:all:
|
@@ -627,13 +627,13 @@ @article{Perlin:1985:IS:325165.325247
keywords = {algorithm development, fire, functional composition, interactive, pixel stream editor, solid texture, space function, stochastic modelling, turbulence, waves},
}
@misc{mansencal_thomas_2017_821825,
author = {Mansencal, Thomas and Mauderer, Michael and Parsons, Michael and Canavan, Luke and Cooper, Sean and Shaw, Nick and Wheatley, Kevin and Crowson, Katherine},
title = {Colour 0.3.10},
month = jul,
year = 2017,
doi = {10.5281/zenodo.821825},
url = {https://doi.org/10.5281/zenodo.821825}
@misc{mansencal_thomas_2018_1175177,
author = {Mansencal, Thomas and Mauderer, Michael and Parsons, Michael and Canavan, Luke and Cooper, Sean and Shaw, Nick and Wheatley, Kevin and Crowson, Katherine and Lev, Ofek},
title = {Colour 0.3.11},
month = feb,
year = 2018,
doi = {10.5281/zenodo.1175177},
url = {https://doi.org/10.5281/zenodo.1175177}
}
@article{Blinn:1978:SWS:965139.507101,
@@ -387,7 +387,7 @@ Screenshots
.. rubric:: Footnotes
.. [#] The diffuse BRDF used is the Oren-Nayar BRDF
.. [#] The diffuse BRDF used is the Oren-Nayar BRDF :cite:`Oren:1994:GLR:192161.192213`
.. [#] The specular (microfacet) BRDF is using Student's t-distribution :cite:`10.1111:cgf.13137`. This includes the Beckmann :cite:`beckmann1963scattering`, :cite:`Cook:1982:RMC:357290.357293` and GGX :cite:`Walter:2007:MMR:2383847.2383874` distributions.
@@ -32,7 +32,7 @@ Subsurface Parameters
* Better Dipole
* Directional Dipole :cite:`Frisvad:2014:DDM:2702692.2682629`
* Gaussian :cite:`dEon:2007:ERH:2383847.2383869`
* Gaussian :cite:`dEon:2007:ERH:2383847.2383869` :cite:`dEon:2011:QMR:1964921.1964951`
* Normalized Diffusion :cite:`Christensen:2015:ARP:2775280.2792555`
* Standard Dipole :cite:`Jensen:2001:PMS:383259.383319`, :cite:`Donner:2005:LDM:1186822.1073308`
* Random Walk :cite:`Meng:2016:IDS:3071773.3071778`
@@ -315,7 +315,7 @@ Bump Parameters
The unit length world space normal of the bumped surface.
*Specular Normal*
When using separate bump controls for the diffuse and specular terms, this is the unit lenght world space normal for the specular term.
When using separate bump controls for the diffuse and specular terms, this is the unit length world space normal for the specular term.
*Bump Control*
This allows the user to choose a single bump effect for both the diffuse and specular terms, or a separate bump effect for these terms. When using both, the *Bump Normal* parameter affects both terms.
@@ -350,19 +350,19 @@ Contour Parameters
Generate the contours based on the object ID.
*Contour Material*
Generate contours based on the material ID. Objects with the same material ID would share contours.
Generate contours based on the material ID. Objects with the same material ID will share contours.
*Contour Occlusion*
Generate contours based on ambient occlusion.
Generate contours based on depth differences between nearby points.
*Contour Creases*
Generate contours based on the creases the object [#]_, outlining sudden changes of the surface.
Generate contours based on the creases of the object [#]_, outlining sudden changes of the surface.
*Occlusion Threshold*
The threshold value for the ambient occlusion based outlining. Low values generate outlines in shorter ray hit distances.
The threshold value for the depth difference comparison between nearby points
*Crease Threshold*
The threshold value for the creases based outlining, where low values resultin outlines for smaller changes in the surface of the object.
The threshold value for the creases based outlining, where low values result in outlines for smaller changes in the surface of the object.
-----
@@ -411,23 +411,23 @@ Screenshots
:width: 10%
:title:
Toon shader with IBL and a point light. The pointlight makes the tonal progression much more noticeable.
Toon shader with IBL and a point light. The point light makes the tonal progression much more noticeable.
A viewer Fresnel term is attenuating the specular highlights.
.. thumbnail:: /_images/screenshots/toon/as_toon_docs_render3.png
:group: shots_as_toon_group_A
:width: 10%
:title:
Toon shader with an emissive background, a pointlight, and rim lighting to accentuate the emissive background effect.
Toon shader with an emissive background, a point light, and rim lighting to accentuate the emissive background effect.
A viewer Fresnel term is attenuating the specular highlights.
.. thumbnail:: /_images/screenshots/toon/as_toon_docs_render4_aniso.png
:group: shots_as_toon_group_A
:width: 10%
:title:
Toon shader with emissive background, pointlight, and slightly anisotropic specular highlights.
Toon shader with emissive background, point light, and slightly anisotropic specular highlights.
.. thumbnail:: /_images/screenshots/toon/as_toon_docs_render5_outline.png
:group: shots_as_toon_group_A
@@ -56,6 +56,7 @@ General Utilities
* :ref:`asFalloffAngle <label_as_falloff_angle>`
* :ref:`asGlobals <label_as_globals>`
* :ref:`asIdManifold <label_as_id_manifold>`
* :ref:`asManifold2D <label_as_manifold2d>`
* :ref:`asRaySwitch <label_as_ray_switch>`
* :ref:`asSpaceTransform <label_as_space_transform>`
* :ref:`asSwizzle <label_as_swizzle>`
@@ -54,6 +54,10 @@ Color Attributes
* CIE 1976 LCh :sub:`ab`
* CIE 1976 LCh :sub:`uv`
.. seealso::
The `Colour Python colour science package <https://www.colour-science.org/>`_ for extensive information on the topic :cite:` :cite:`mansencal_thomas_2018_1175177`
-----
Outputs
@@ -0,0 +1,161 @@
.. _label_as_manifold2d:
.. fix_img_align::
|
.. image:: /_images/icons/asManifold2D.png
:width: 128px
:align: left
:height: 128px
:alt: Manifold2D Icon
asManifold2D
************
A node that allows the user to transform UV coordinates, compute the filter sizes, define tiling, behavior outside of UV frame area, and more.
|
Parameters
----------
.. bogus directive to silence warnings::
-----
.. _label_manifold2d_uv_coordinates:
UV Coordinates
^^^^^^^^^^^^^^
*UV Coordinates*
The input UV coordinates to transform. If not set, they default to the U and V global primitive variables.
*UV Filter Size*
Filter widths for the input UV coordinates. If not set, they might be computed if required further below in the shader.
*Bypass UV*
Bypass UV transformations, but still allowing you to compute the UV filter widths if required.
*Compute Filters*
Flag that toggles computing the UV coordinates filter widths.
-----
.. _label_manifold2d_uvframe:
UV Frame
^^^^^^^^
*Scale UV Frame*
Scale the UV frame horizontally and vertically.
*Translate UV Frame*
Translate the UV frame horizontally and vertically.
*Rotate UV Frame*
Rotate the UV frame, where the unrestricted interval [0,1] maps to [0,360] degrees.
*Frame Center*
Set the center of rotation X and Y coordinates.
*Wrap Along U*
Set the U wrap mode for values outside the UV frame. These can be:
* *Periodic*: where you have repeating tiles
* *Mirror*: where you have mirrored repeating tiles
* *Clamp*: coordinates clamped to the limits of the UV frame
* *Default Color*: areas outside the UV frame take the default color set in nodes such as the :ref:`asTexture <label_as_texture>` node, in the form of its lookup failure color, or specific default color in other 2d texturing nodes. [#]_
*Wrap Along V*
Set the V wrap mode for values outside the UV frame. These can be:
* *Periodic*: where you have repeating tiles
* *Mirror*: where you have mirrored repeating tiles
* *Clamp*: coordinates clamped to the limits of the UV frame
* *Default Color*: areas outside the UV frame take the default color set in nodes such as the :ref:`asTexture <label_as_texture>` node, in the form of its lookup failure color, or specific default color in other 2d texturing nodes.
-----
.. _label_manifold2d_transform_parameters:
Transform Parameters
^^^^^^^^^^^^^^^^^^^^
*UV Tiles*
The number of UV tiles along U and V directions.
*Offset Tiles*
An offset to apply to the tiles, along the U and V directions.
*Rotate Tiles*
Rotate tiles along a center of rotation, where the input values on the unrestricted interval [0,1] map to [0,360] degrees rotation.
*Tiles Center*
Center of rotation for tiles rotation.
*Tiles Coverage*
Defines how much of the UV frame is covered by the texture.
-----
.. _label_manifold2d_tile_parameters:
Tile Parameters
^^^^^^^^^^^^^^^
*Mirror U*
Mirror the tiles along the U direction.
*Mirror V*
Mirror the tiles along the V direction.
*Wrap U*
Wrap the tiles along the U direction.
*Wrap V*
Wrap the tiles along the V direction.
*Stagger UV*
Similar to Maya's *stagger*, it offsets alternate rows of tiles by half the tile width, creating a brickwall kind of effect.
*Swap UV*
Swap the U and V coordinates.
-----
.. _label_manifold2d_noise_parameters:
Noise
^^^^^
*Distort UV*
Applies a signed Perlin noise to the input UV coordinates, where the texturing coordinates are the original unmodified UV coordinates scaled by a factor of 15.0 to increase the noise frequency.
-----
.. _label_manifold2d_noise_outputs:
Outputs
-------
*UV Coords*
The resulting UV coordinates.
*UV Filter Size*
The filter widths for the UV coordinates, either bypassed, or final transformed UV coordinates.
-----
.. rubric:: Footnotes
.. [#] In the case of the :ref:`asTexture node <label_as_texture>` the color used outside the [0,1] UV frame is the lookup failure color. In other nodes, you might have the access in some nodes, to set a specific *default color*, in a way similar to what Maya does for example.
-----
.. rubric:: References
.. bibliography:: /bibtex/references.bib
:filter: docname in docnames
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