Short Contents

Concept Index: S -- T

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Index Entry Section

S
sample, RiOptionQuality vs. Performance Options
samplebase, occlusion parameters6.4.5.3 Other Ray Tracing Shadeops
samplelock, hider option5.1.1 Image and Camera Options
samplemotion, RiAttribute5.2.2 Primitives Visibility and Ray Tracing
samplemotion, RiHider5.1.1 Image and Camera Options
samplepattern, gather categoryThe gather Construct
samples, light attribute5.2.2 Primitives Visibility and Ray Tracing
samplingstrategy, light attribute5.2.2 Primitives Visibility and Ray Tracing
scattering, RiAttribute5.2.4 Subsurface Light Transport
screen space6.1.2.3 Points, Vectors and Normals
search path optionsSearch Paths Options
second derivatives5.2.7 Other Attributes
self shadowingRendering Options
self shadowing7.2.2 Standard Shadow Maps
semantics, multi-camera rendering7.8.1 Semantics
sense, RiAttribute5.2.7 Other Attributes
sgi, tdlmakeSupported Input Formats
shadeops, geometry6.4.3 Geometry, Matrices and Colors
shadeops, lighting6.4.4 Lighting
shadeops, mathematics6.4.1 Mathematics
shadeops, message passing and information6.4.8 Message Passing and Information
shadeops, noise and random6.4.2 Noise and Random
shadeops, ray tracing6.4.5 Ray Tracing
shadeops, string6.4.7 String Manipulation
shadeops, texture mapping6.4.6 Texture Mapping
shader compilation3.2 Using the Shader Compiler - shaderdl
shader evaluation api10.2.3 The Sx API
shader objects6.1.1.2 Shader Objects
shader space6.1.2.3 Points, Vectors and Normals
shader structure, rsl6.1.1.1 Traditional Structure
shaderdl3.2 Using the Shader Compiler - shaderdl
shaderdl, optimizationsOptimization Levels
shaderdl, optionsCommand Line Options
shaderdl, predefined macrosPredefined Macros
shaderinfo, command line options3.5 Using shaderinfo to Interrogate Shaders
shaderinfo, source code10.2.5 The Slo API
shaderinfo, tabular output format3.5 Using shaderinfo to Interrogate Shaders
shaders, annotations10.4 Attaching annotations to shaders
shading language, predefined variables6.2 Predefined Shader Variables
shading rate, sub surface scatteringSpecifying Subsurface Scattering Parameters
shadingmodel, photon5.2.3 Global Illumination Attributes
shadingrate attribute5.2.7 Other Attributes
shadingrate, RiAttribute5.2.3 Global Illumination Attributes
shadow bias7.2.2 Standard Shadow Maps
shadow bias, avoiding5.1.1 Image and Camera Options
shadow map file format8.7 The shadowmap display driver
shadow maps7.2.2 Standard Shadow Maps
shadow maps, advantages7.2.2 Standard Shadow Maps
shadow maps, compressing8.7 The shadowmap display driver
shadow maps, drawbacks7.2.2 Standard Shadow Maps
shadow maps, framing7.2.2 Standard Shadow Maps
shadow maps, midpoint algorithm7.2.2 Standard Shadow Maps
shadowmap display driver8.7 The shadowmap display driver
shadows biasRendering Options
shadows, light attribute5.2.2 Primitives Visibility and Ray Tracing
shadows, ray tracing7.2.1 Raytraced Shadows
shadows, ray tracing7.3.2 Ray Traced Shadows
shadows, rendering7.2 Shadows
shadows, RiAttribute5.2.2 Primitives Visibility and Ray Tracing
shadows, sampling optionQuality vs. Performance Options
shadows, translucent7.2.3 Deep Shadow Maps
shutter efficiency optionRendering Options
shutter offset attribute5.2.7 Other Attributes
shutter offset optionRendering Options
shutter shuffle optionRendering Options
sides, raytracing6.4.5.1 Common Parameters
smooth derivatives5.2.7 Other Attributes
smoothcreasecorners, subdivision surface tag5.3.1 Subdivision Surfaces
softimage display driver8.15 The PIC display driver
specularhitmode, shading attribute5.2.2 Primitives Visibility and Ray Tracing
specularthreshold trace optionRendering Options
sprite self-shadowing8.8 The DSM display driver
sRGB5.1.1 Image and Camera Options
stacked displacement shaders5.2.5 Displacement
standard options5.1.1 Image and Camera Options
statistics optionsStatistics Options
stereo rendering7.8 Multi-Camera Rendering
stop callbackRendering Options
stratified samplingThe gather Construct
strict rsl syntaxStrict RSL Syntax
string functions6.4.7 String Manipulation
sub surface scattering7.4.5 Subsurface Scattering
sub surface scattering, shading rateSpecifying Subsurface Scattering Parameters
subdivision surfaces5.3.1 Subdivision Surfaces
sx, api10.2.3 The Sx API

T
tdlmake3.3 Using the Texture Optimizer - tdlmake
tdlmake and huge texturesWorking with Large Textures
tdlmake filtersCommand Line Options
tdlmake, examplesExamples
tdlmake, supported formatsSupported Input Formats
texture display driver8.4 The texture display driver
texture mapping functions6.4.6 Texture Mapping
texture mapping, color space7.5 Texture Mapping in Linear Space
texture mapping, gamma7.5 Texture Mapping in Linear Space
texture mapping, linear space7.5 Texture Mapping in Linear Space
texture maps, creating3.3 Using the Texture Optimizer - tdlmake
texture maps, optimizing3.3 Using the Texture Optimizer - tdlmake
texture memory, optionQuality vs. Performance Options
texture(), optional parameters6.4.6 Texture Mapping
texture3d(), optional parameters6.4.6 Texture Mapping
texture3d, reading baked data7.6.2 3D Baking
texturesample, RiOptionQuality vs. Performance Options
tga, tdlmakeSupported Input Formats
tiff display driver8.3 The TIFF display driver
trace bias attribute5.2.2 Primitives Visibility and Ray Tracing
tracesubset, attributes5.2.1 Primitives Identification
tracing environments7.3.1 Reflections and Refractions
transmission, visibility attribute5.2.2 Primitives Visibility and Ray Tracing
transmissionhitmode, shading attribute5.2.2 Primitives Visibility and Ray Tracing
trim curves, trimming sense5.2.7 Other Attributes
two fishCommand Line Options
two-pass subsurface7.4.5.2 Two Pass Point-Based Subsurface Scattering

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