RenderMan & RISpec >> Using the Reyes Rendering Pipeline

by Philip Fennell » Wed, 20 Aug 2008 23:16:30 GMT

Earlier this year I wrote a short article for XML.com called "XSLT and
Image Rendering" <http://www.oreillynet.com/xml/blog/2008/06/
xslt_and_image_rendering.html> introducing the idea of rendering SVG
graphics using XSLT 2.0 and outputting the result as a TIFF image. The
render makes use of a 'partial' XSLT implementation of the Reyes
Rendering Pipeline.

If you've got an idle five minutes you might want to amuse yourself
with a quick look.

RenderMan & RISpec >> Using the Reyes Rendering Pipeline

by Philip Fennell » Wed, 20 Aug 2008 23:16:35 GMT


Earlier this year I wrote a short article for XML.com called "XSLT and
Image Rendering" < http://www.oreillynet.com/xml/blog/2008/06/
xslt_and_image_rendering.html> introducing the idea of rendering SVG
graphics using XSLT 2.0 and outputting the result as a TIFF image. The
render makes use of a 'partial' XSLT implementation of the Reyes
Rendering Pipeline.

If you've got an idle five minutes you might want to amuse yourself
with a quick look.

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Hello all.

I have 2 textures with color and some alpha  chanel data.
And i must to blend it in next way

some factor;

result.color = tex1.color * (factor) + tex2.color * (1-
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Andriy Sorich  XXXX@XXXXX.COM   ICQ: 241823198

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I have a question about using specular maps in the fixed function pipeline.  
I'm using similar code to what is in the SDK documentation under Specular 
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// Set the base texture.
d3dDevice->SetTexture(0, lptexBaseTexture );

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What I see in game is not exactly what I expect.  The specular values do get 
added into the texture and the light map is applied over it, but it doesn't 
appear that the specular highlights are changing as the camera / object moves 
in relation to the light.  What I'm looking for is a way to add different 
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My guess is that this sample is intended to be a static specular map, as it 
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Does anyone know if there is a way to do a specular map using the fixed 
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