Shaders



colorramp - A six-color ramp shader



This shader applies a color ramp to objects. Six color and opacity settings are available.

In this sample image, the discs demonstrate the five mapping modes. The top three discs show the x, y and z mapping modes for colorramp. These modes operate in world space. The bottom discs show s and t mapping modes. These modes wrap and scale to the surface space of the object.

If your browser has the Apple QuickTime Plug-In and MPEG extension, you can see the effect of animating the colorOffset parameter from 0.0 in the first frame to 1.0 in the last frame of this loop:

 


Parameter

Data Type

Usage

Example

colorScale

float

The scale of the six-color cycle

colorScale = 1

colorOffset

float

The offset of the six-color cycle

colorOffset = 1

mapType

integer 0 to 4

The mapping mode

0 = x (world space projection)
1 = y (world space projection)
2 = z (world space projection)
3 = s (surface wrap)
4 = t (surface wrap)

mapType = 3

shadingType

integer 0 to 5

The shading method code

0 = constant
1 = constant
2 = plastic
3 = matte
4 = glow (use on sphere)
5 = halo (use on sphere)

shadingType = 0

color1

RGB color

The first color

color1 = color(0, 0, 1)

color2

RGB color

The second color

color2 = color(0, 1, 1)

color3

RGB color

The third color

color3 = color(0, 1, 0)

color4

RGB color

The fourth color

color4 = color(1, 1, 0)

color5

RGB color

The fifth color

color5 = color(1, 0, 0)

color6

RGB color

The sixth color

color6 = color(1, 0, 1)

opacity1

RGB color

The opacity of the first color

opacity1 = color(1, 1, 1)

opacity2

RGB color

The opacity of the second color

opacity2 = color(1, 1, 1)

opacity3

RGB color

The opacity of the third color

opacity3 = color(1, 1, 1)

opacity4

RGB color

The opacity of the fourth color

opacity4 = color(1, 1, 1)

opacity5

RGB color

The opacity of the fifth color

opacity5 = color(1, 1, 1)

opacity6

RGB color

The opacity of the sixth color

opacity6 = color(1, 1, 1)

Ks

float

The specular value for plastic shading mode

Ks = 1.0

Kd

float

The diffuse value for plastic and matte shading modes

Kd = 0.5

Ka

float

The ambient value for plastic and matte shading modes

Ka = 0.5

roughness

float

The roughness value for plastic shading mode

roughness = 0.5

attenuation

float

The attenuation value for glow and halo shading modes

attenuation = 2

specularcolor

RGB color

Specular color for plastic shading mode

specularcolor = color(1, 1, 1)

 


View the colorramp.sl shader source

Download the colorramp package for Presenter 3D

 


HOME

NEW

LINKS

GALLERY

ARTICLES

PLUG-INS

RENDERMAN

Switch to Frame View




Copyright © 1997 by WebNation
All trademarks are the property of their respective holders