RAT Tricks (I)

原创 2005年05月01日 20:16:00

[mattr "spotLightShape1.intensity" $F]

This is a simple TCL express which cites the MAYA attr value.

And if you want to set slim image shader using mayaUV,you just can do this:

Setting the 'manifold' to 'mayaUV' and Using 'mayaUV''s TCL expressing like that

[st0 mayaTexcoordsysname]

[st1 mayaTexcoordsysname]

The 'mayaTexcoordsysname' is which you set name in Maya’s texCoordsysname.

note: you can using square map to equate  the hardware texture ,otherwise you'll get strage render result.

if you want using other camera like 'light view' you can do like follow:

A. create a mtor coordinate and parent with aim light (eg: a direction light) and using outline or hypergraph to set the coordinate's shape to a understandable name.
B. Set renderman global the set renderview using the name which you just renamed.

in the 'colorSpline' slim shader, you can  using 'ctrl + click' in the splinecolor  option to show another UI.

Using rman Projection Texture method you will use as follow:

a. Build a slim node with two node : projection and surfacePt(surface point) and make sure the projection's manifold is reference to the surfacePt node.
b.creat a mtor coordinate and named it.
c.using [coordsys nameCoordsys] in the surfacePt node's space blank to using the coordinate which you was creat in maya's view.
d.Build a slim shade using 'a' and attach it to object which you want texture to .
e.When you want to stick the texture in UV object,select that object and click Renderman-> Primivite Variables->_Pref freeze.You will creat a attribute in objectshape node's Extra Attributes named Rman_P Pref which is contain the information of object's texture placement in it so you can deform that object without any apprehension. It’s Cool isn't it?
f.By the way ,you must parent the coordinate with the object so you can move the object too.
g. If you thought the coordinate is bother you control the object, just set its attribute Object Display to invisibility.

This section is applied for section 2. if you want do some 'Repeat UV' or ' Rotate Frame' or ' Offset' or what else in the Attribute place2dTexture unit, you not only set the 'st' manifold as reference but also USING THE TEXTURE FILE NOT THE '.TEX' flie which  the texmake already convert form original format to the Pixar Tex format.so you can using the 'texture setting' to make it repeat.That's may a bug about slim cause  their are alot of slim shader not have equal option about 'repeat texture'.
And ,make sure set the Renderman->Attributes->Nurbs UV to 'Legacy' ,it was renderman default.seting as Maya UV may cause other problem like can't do some advance texture control.

In the map gen,the Camera name blank can be filled with "$OBJNAME",that will make slim to request map generator every object  which it's attach to.The 'near' and 'far' define the clipping planes about map gen.If make them value as 0,it's means 'using global setting'.

When you want do render as a alpha render,I mean make a 'hole' on the final image, don’t want some object be render and all behind it well be trough out, you can do as follow:

Create a ribbox and type
              Matte 1
in it . This is because "Matte" is a boolean variable which is do so.It's define in ri spac.

The Renderman shader which has been 'compiled' can also build a poor interface attach it using the same name as the 'slo' file, but using '.sli' as extend.eg: in same directory,there have two file 'a.slo' and 'a.sli' , the later will define the slim interface.

All RAT plugin such as 'MTORUltraFur' .etc can be compiled using M$ compiler. For example :in the devkit, type 'nmake'...Note: that like library using 'STLport' which was in the same directory. Learn form the source and enjoy yourself. But strangely can't be compier used M$ 7.1.(cause the STLport version doesn't mach?).

When you make a slim palette named "world", don't attach it to anything  in your scene. It will automated insert in Your scene's rib file where the "world block".Note : All the rib palette which begin with "world" will automated insert it.


css tricks,画各种基本图形

今天看到一个css tricks的文章,感觉不转载都对不起自己: 图形包括基本的矩形、圆形、椭圆、三角形、多边形,也包括稍微复杂一点的爱心、钻石、阴阳八卦等。当然有一些需要用到CSS...
  • zeyu1021
  • zeyu1021
  • 2015年02月25日 10:35
  • 658


  • qq_26898461
  • qq_26898461
  • 2016年01月07日 11:25
  • 1472

Inter-RAT Mobility in Connected State: UTRAN Part I Overview

3GPP Interworking Architecture(S3/S4/S12) pic_1 3GPP定义了两种方式可以使EPS和UTRAN进行连接。 这里主要使用的是S3,S...
  • wangzhiyu1980
  • wangzhiyu1980
  • 2014年06月12日 08:11
  • 1901

Android UI开发第四十篇——ScrollTricks介绍

ScrollTricks是一个开源控件,实现了两个简单功能: 1、Quick Return:向上滑动时,View也向上滑动并且消失,当向下滑动时,View马上出现。例如Google Now的搜索功能...
  • xyz_lmn
  • xyz_lmn
  • 2014年03月19日 20:56
  • 9971


背景说明: 报表设计出的报表文件是以.raq为后缀的文件,.raq文件经过报表引擎计算得到需要的结果。但有时候要看的结果是一些固定数据,不会随时间和参数而变化,为避免报表引擎重新运算,是否可以...
  • kongdeqiang_002
  • kongdeqiang_002
  • 2012年04月28日 11:06
  • 639


  • QIWenLu
  • QIWenLu
  • 2014年12月28日 20:50
  • 627

CSS Tricks

CSS Tricks一些CSS的小技巧1.如何准确的居中? 参考Quick CSS Trick: How To Center an Object Exactly In The Center.cent...
  • winfredzen
  • winfredzen
  • 2017年02月16日 08:53
  • 623


原文:http://blog.codylab.com/testcase-categorization/ 我相信了解测试案例的分类可以加速测试案例的设计与开发,并且让开发人员对于测试目标能更了解,一般...
  • linda1000
  • linda1000
  • 2013年03月28日 10:08
  • 2817

Bag of Tricks for Efficient Text Classification

Facebook NLP 大牛Tomas Mikolov 的又一力作 Bag of Tricks for Efficient Text Classification ,号称提出了区别于Word2vec...
  • coder_oyang
  • coder_oyang
  • 2016年08月02日 14:43
  • 919

IIS服务 与 NetWork Rat(网络老鼠)8.0 的 上线方法

  • vevenlcf
  • vevenlcf
  • 2014年10月29日 10:19
  • 1014
您举报文章:RAT Tricks (I)