Sunday 1 September 2013

Texture Spaces

Current space
- is the one in which shading calculations are normally done. In most renderers,currentspace will turn out to be either cameraspace or worldspace, but you shouldn’t depend on this.

World Space
- is the coordinate system in which the overall layout of your scene is defined. It is the starting point for all other spaces.

Object Space
- is the one in which the surface being shaded was defined. For instance, if the shader is shading a sphere, theobjectspace of the sphere is the coordinate system that was in effect when theRiSpherecall was made to create the sphere. Note that an object made up of several surfaces all using the same shader might have different object spaces for each of the surfaces if there are geometric transformations between the surfaces.

Shader Space
-  is the coordinate system that existed when the shader was invoked (e.g., by anRiSurfacecall). This is a very useful space because it can be attached to a user-defined collection of surfaces at an appropriate point in the hierarchy of the geometric model so that all of the related surfaces share the sameshaderspace.

No comments:

Post a Comment