rfm2
22.0
A python-based rewrite of RenderMan for Maya
|
Classes | |
class | ProjectiveFrustum |
Functions | |
def | bilinear |
def | connected_lights |
Variables | |
list | CORNERS |
Generate a projective frustum for viewport 2, driven by node attributes and another node's transform. This is used by the barndoors, etc. The base (near) shape is a rod-style rounded rect. its shape is driven purely by the node's parameters. The far shape is a projection of the base shape with the center of projection defined by another node's (i.e. the light the filter is connected to) transformation matrix. soft near works like near and soft far like far.
def rfm2.vp.geo.projective_frustum.bilinear | ( | vec, | |
p00, | |||
p10, | |||
p01, | |||
p11 | |||
) |
vec is normalized but centered, i.e. we have a [-0.5, 0.5] range.
def rfm2.vp.geo.projective_frustum.connected_lights | ( | depnode | ) |
Generator returning connected lights as MObjects.