mantra input language documented ?

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Hi all,

I'm writing some tools at the moment to munge ifd files to cache texture images, change output files etc for my home baked render farm system and I was wondering if there was any document that specifies mantra's input language ? Thanks.

-Drew
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Try here.
http://www.odforce.net/wiki/index.php/IFDFormatDocument [odforce.net]


It doesn't document all the IFD commands but its a pretty good list of the basics.
if(coffees<2,round(float),float)
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One marked diffference is that ray_picture has been substituted with a new one called ray_image.

Cheers,
Jason
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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I suspect SESI's attitude toward IFD is similar to .geo/.bgeo in that its a unsupported format and can change at any second. While that's not a big deal for .geo/.bgeo since you can use the HDK libraries to play with the data, you don't have the same HDK tools for IFD. (AFAIK)

I wouldn't mind if IFD got some documentation loving. Nothing fancy like the RI Spec is needed….but a full list of up to date commands with short descriptions would be nice. (Bundled with the Houdini docs.)

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strings $HFS/dsolib/libHoudiniRAY.so | grep “^ray_” | sort


libHoudiniRAY.so quietly
ray_alfred
ray_ambient
ray_aspect
ray_atmosphere
ray_attribute
ray_aux
ray_bokeh
ray_bounce
ray_bucket %d
ray_bucketsize
ray_cammtransform
ray_camtransform
ray_clip
ray_cmdopt
ray_copmap
ray_crop
ray_curvature
ray_dbound
ray_deep
ray_defplane
ray_detail
ray_displace
ray_dither
ray_dof
ray_even
ray_filter
ray_frame
ray_frange
ray_gamma
ray_globaltransform
ray_group
ray_houdiniportnum
ray_image
ray_imask
ray_irradiance
ray_jitter
ray_lcomponent
ray_ldshader
ray_ldshader %s stdin
ray_light
ray_limit
ray_lmask
ray_loadotl
ray_material
ray_motionfactor
ray_mpreview
ray_mtransform
ray_object
ray_objroot
ray_ocache
ray_octsplits
ray_odd
ray_opacitylimit
ray_ortho
ray_phantom
ray_phbounce
ray_photon
ray_photontransform
ray_picture
ray_planeproperty
ray_plate
ray_polyopt
ray_procedural
ray_projection
ray_quit
ray_quit -f
ray_raysample
ray_raytrace
ray_refractmask
ray_render
ray_reset
ray_resolution
ray_resolution %d %d
ray_rmask
ray_rusage
ray_sample
ray_shader
ray_shadingrate
ray_shadow
ray_shop
ray_showmemory
ray_smask
ray_sourcename
ray_space
ray_stransform
ray_texcache
ray_time
ray_tiny
ray_transfer
ray_transform
ray_unlink
ray_varchange
ray_vchange
ray_verbose
ray_version
ray_viper
ray_whitepoint
ray_window
ray_zoom
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On the documentation angle, anyone have any idea what the “Polygon Optimization” options do for Mantra? What is “Aggressive Optimization”?
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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