rfm2  22.0
A python-based rewrite of RenderMan for Maya
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rfm2.vp.geo.projective_frustum Namespace Reference

Classes

class  ProjectiveFrustum
 

Functions

def bilinear
 
def connected_lights
 

Variables

list CORNERS
 

Detailed Description

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.

Function Documentation

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.

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def rfm2.vp.geo.projective_frustum.connected_lights (   depnode)
Generator returning connected lights as MObjects.

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Variable Documentation

list rfm2.vp.geo.projective_frustum.CORNERS
Initial value:
1 = [Vector3(-0.5, 0.5, 0.0), Vector3(0.5, 0.5, 0.0),
2  Vector3(0.5, -0.5, 0.0), Vector3(-0.5, -0.5, 0.0)]
Definition: data_types.py:38