s h a p i n g


This page demostrates the basics of scripting polygonal shapes directly into a RenderMan RIB file. "Coding" shapes in this way focuses attention on the use of color, opacity and the fundamental concepts related to xyz and st (texture) coordinate systems.





Polygon "P" [0 1  0.5   0 1   -0.5   0   0 -0.5     0 0  0.5]
Polygon "P" [0 1  0.5   0 1   -0.5   0.5 0 -0.5     0.5  0 0.5]
Polygon "P" [0 1  0.5  -0.5 0  0.5  -0.5 0 -0.5     0 1 -0.5]
Polygon "P" [0 1  0.5   0.5 0  0.5  -0.5 0  0.5]
Polygon "P" [0 1 -0.5   0.5 0 -0.5  -0.5 0 -0.5]
			


Polygon "P" [ 0 1 0.5      0   1 -0.5   0   0 -0.5   0 0 0.5]
Polygon "P" [-0.5 0 0.5   -0.5 0 -0.5   0.5 0 -0.5   0.5 0 0.5]
			


Polygon "P" [-0.5 0.5 0   0.5 0.5 0   0.5 0  0.5  -0.5 0  0.5]
Polygon "P" [ 0.5 0.5 0  -0.5 0.5 0  -0.5 0 -0.5   0.5 0 -0.5]
Polygon "P" [-0.5 0 0.5   0.5 0 0.5   0.5 0 -0.5  -0.5 0 -0.5]
			


Polygon "P" [-0.5 1 0   0.5 1 0   0.5 0 1  -0.5 0 1]
Polygon "P" [ 0.5 0 1   0.5 1 0   0.5 0 0]
Polygon "P" [-0.5 0 1   0.5 0 1   0.5 0 0  -0.5 0 0]
Polygon "P" [ 0.5 1 0  -0.5 1 0  -0.5 0 0   0.5 0 0]
Polygon "P" [-0.5 1 0  -0.5 0 1  -0.5 0 0]
			


Polygon "P" [0 1 0   0.5 0  0.5  -0.5 0  0.5]
Polygon "P" [0 1 0   0.5 0 -0.5   0.5 0  0.5]
Polygon "P" [0 1 0  -0.5 0 -0.5   0.5 0 -0.5]
Polygon "P" [0 1 0  -0.5 0  0.5  -0.5 0 -0.5]
			


Polygon "P" [-0.5 1  0.5   0.5 1  0.5   0.5 0  0.5  -0.5 0  0.5]
Polygon "P" [ 0.5 1  0.5   0.5 1 -0.5   0.5 0 -0.5   0.5 0  0.5]
Polygon "P" [ 0.5 1 -0.5  -0.5 1 -0.5  -0.5 0 -0.5   0.5 0 -0.5]
Polygon "P" [-0.5 1 -0.5  -0.5 1  0.5  -0.5 0  0.5  -0.5 0 -0.5]
Polygon "P" [-0.5 1 -0.5   0.5 1 -0.5   0.5 1  0.5  -0.5 1  0.5]
Polygon "P" [-0.5 0  0.5   0.5 0  0.5   0.5 0 -0.5  -0.5 0 -0.5]