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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
></TR
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><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="section_yafray_shaders"
></A
>Shaders</H1
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="section_yafray_shaders_base"
></A
>Base Shaders</H2
><P
>&#13;	These shader blocks determine the BiDirectional Reflectivity Function (BDRF)
	or Illumination Model that the object is shaded with. Each different
	base shader type has various inputs that can receive the outputs from
	other shader blocks, altering the surface characteristics .
        </P
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_base_constant"
></A
>Constant</H3
><P
>A uniformly constant shader</P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type = "constant" name = "Sphere.mat"&#62;
        &#60;attributes&#62;
                &#60;color r="15.000000" g="15.000000" b="15.000000" /&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_base_generic"
></A
>Generic</H3
><P
>The most versatile shader</P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type = "generic" name = "Sphere.mat"&#62;
        &#60;attributes&#62;
                &#60;color r="0.800000" g="0.800000" b="0.800000" /&#62;
                &#60;specular r="1.000000" g="1.000000" b="1.000000" /&#62;
                &#60;reflected r="0.000000" g="0.000000" b="0.000000" /&#62;
                &#60;reflected2 r="1.000000" g="1.000000" b="1.000000" /&#62;
                &#60;transmitted r="0.197183" g="0.197183" b="0.225352" /&#62;
                &#60;transmitted2 r="1.000000" g="1.000000" b="1.000000" /&#62;
                &#60;hard value = "25.000000"/&#62;
                &#60;IOR value = "1.592105"/&#62;
                &#60;min_refle value = "0.200000"/&#62;
                &#60;fast_fresnel value = "off"/&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_phong"
></A
>Phong</H3
><P
>Classic Phong shader</P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="phong" name="phongshader"&#62;
                &#60;attributes&#62;
                        &#60;environment value="fresnel"/&#62;
                        &#60;&#60;color value="rgb"/&#62;
                &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
></DIV
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="section_yafray_shaders_proc"
></A
>Procedural</H2
><P
>&#13;		These Shading blocks create various procedural patterns with
		inline values. No inputs are needed.
        </P
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_marble"
></A
>Marble</H3
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="marble" name="Marble" size="4.00" depth="4" hard="off" turbulence="5" sharpness="5.00"&#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>size</TT
> size of the marble
		 effect, lower numbers = less veins, higher numbers = more veins 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>depth</TT
> : controls the number
		 of iterations (number of noise frequencies added to the swirl) 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>hard</TT
> : controls the noise
		 type, when set to "off" the noise varies smoothly while
		 setting it to "on" will show more abrupt changes in color 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>turbulence</TT
> : controls the
		 amount of noise turbulence 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>sharpness</TT
> : controls the sharpness of color 1 compared
		 to color 2, the higher this value, the thinner the color band of
		 color1. This effect is similar to the soft/sharp/sharper switches of
		 the Blender marble texture, the difference is that it is more
		 controlable here. The value must be at least 1 or higher. 
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11610"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/marble.png"></P
></DIV
><P
></P
></DIV
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_proc_wood"
></A
>Wood</H3
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="wood" name="Wood" size="5.00" depth="5" hard="off" turbulence="40"&#62;
	&#60;attributes&#62;
	&#60;ringscale_x value="5" /&#62;
	&#60;ringscale_y value="5" /&#62;
	&#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>size</TT
> size of the wood
		 effect, lower numbers = less wood grain, higher numbers = more wood
		 grain 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>depth</TT
> : controls the number
		 of iterations (number of noise frequencies added to the swirl) 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>hard</TT
> : controls the noise
		 type, when set to "off" the noise varies smoothly while
		 setting it to "on" will show more abrupt changes in color 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>turbulence</TT
> : controls the
		 amount of noise turbulence 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>ringscale_x</TT
> : controls the
		 width of the wood rings in the x axis 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>ringscale_y</TT
> : controls the width of the wood rings in
		 the y axis 
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11636"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/wood.png"></P
></DIV
><P
></P
></DIV
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_clouds"
></A
>Clouds</H3
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;
&#60;shader type="clouds" name="Clouds" size="5.000" depth="3"&#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>size</TT
> size of the cloud
		 effect 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>depth</TT
> : controls the number of iterations (number of
		 noise frequencies added to the swirl) 
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11650"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/clouds.png"></P
></DIV
><P
></P
></DIV
></DIV
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="section_yafray_shaders_meta"
></A
>Meta Shaders</H2
><P
>These allows the modification of other shader and the building
	of "chains" of simple shader to build a comlex shader</P
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_c2f"
></A
>Color2float shading block</H3
><P
>&#13;Takes a color as input &#38; outputs a float
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="color2float" name="c2f" input="input" &#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>input</TT
> : input (color) to convert to float 
            </P
></LI
></UL
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_cband"
></A
>Colorband shading block</H3
><P
>&#13;		Builds a color from a value input and a gradient. An unlimited
		number of modulators add nodes to the gradient. The shader
		interpolates the color values of the nodes at the given input value.
		In the below example, an input value of 0.12 would generate a colour
		between the first and second node, which are black and orange. So a
		dark orange would be the result.
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="colorband" name="Colorband" &#62;
   &#60;attributes&#62;
      &#60;input value="Wood" /&#62;
   &#60;/attributes&#62;
   &#60;modulator value="0.00"&#62;&#60;color r="0.00" g="0.00" b="0.00" /&#62;&#60;/modulator&#62;
   &#60;modulator value="0.26"&#62;&#60;color r="1.00" g="0.36" b="0.00" /&#62;&#60;/modulator&#62;
   &#60;modulator value="0.66"&#62;&#60;color r="1.00" g="1.00" b="0.00" /&#62;&#60;/modulator&#62;
   &#60;modulator value="1.00"&#62;&#60;color r="1.00" g="1.00" b="1.00" /&#62;&#60;/modulator&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_conet"
></A
>Conetrace block</H3
><P
>&#13;		It can be used to get reflections or transmited color from
		environment. But it could be used also to get blurry ones.
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="conetrace" name="env1" reflect="on/off" angle="number"
  samples="number" IOR="number"&#62;
  &#60;attributes&#62;
    &#60;color ... /&#62;
  &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>reflect</TT
> : on will reflect the ray, off will refract
		 the ray. angle: angle of the cone (around the ray) to be sampled, 0
		 for a simple sharp reflection/refraction
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>samples</TT
>: number of samples to take inside the cone
		 IOR: index of refraction color: color to filter the incoming light
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11680"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/Conetrace.png"></P
></DIV
><P
></P
></DIV
><P
> spheres with varying levels of blurry reflections &#38; refractions &#38;
a HDRI background
        </P
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_coords"
></A
>Coords shading block</H3
><P
>&#13;Outputs a float based on object coords
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="coords" name="PosY" coord="Y" &#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>coord</TT
> : coordinate to use, either X, Y or Z 
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11693"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/coords.png"></P
></DIV
><P
></P
></DIV
><P
>&#13;	clouds shader &#38; coords shader (z) into multiply shader
        </P
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_f2c"
></A
>Float2color shading block</H3
><P
>&#13;Takes a float as input &#38; outputs a color
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="float2color" name="f2c" input="input" &#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>input</TT
> : input (float) to convert to color 
            </P
></LI
></UL
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_fresnel"
></A
>Fresnel shading block</H3
><P
>&#13;		Can be used to get realistic reflections/refractions based on the
		angle of incidence
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="fresnel" name="fresnel1" reflected="..." transmitted="..."
  IOR="number" min_refle="number"&#62;
  &#60;attributes&#62;
  &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;	 <TT
CLASS="literal"
>reflected</TT
>: the input to use as reflected color
	 (usually the conetrace output) transmitted: the input to use as
	 transmitted color (usually another conetrace output)
            </P
></LI
><LI
><P
>&#13;	 <TT
CLASS="literal"
>IOR</TT
>: index of refraction min_refle: minimal reflection
	 amount.
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11717"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/blurref_sample.png"></P
></DIV
><P
></P
></DIV
><P
>mixing fresnel &#38; conetrace blocks</P
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_HSV"
></A
>HSV shading block</H3
><P
>&#13;Builds a color from either any inputs or inline values for HSV
components.
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="HSV" inputhue="..."  inputsaturation="..." inputvalue="..."
  hue="number" saturation="number" value="number" &#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
>&#13;	As in the RGB color, if the inputs are omited, inline
	hue/saturation/value values are used.
        </P
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_image"
></A
>Image shading block</H3
><P
>&#13;Assigns a bitmap image to the object according to its UV
co-ordinates (outputs Color)
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type = "image" name = "bitmap"&#62;
&#60;attributes&#62;
 &#60;filename value = "c:\filename.tga" /&#62;
&#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>filename</TT
> : Path &#38; name of bitmap to apply 
            </P
></LI
></UL
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_mix"
></A
>Mix shading block</H3
><P
>&#13;	Mixes x2 inputs in different ways, depending on the mode used
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="mix" name="mixMode" input1="Colorband0" input2="Colorband" mode="add"&#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>input1</TT
> : First input to mix 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>input2</TT
> : Second input to mix 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>mode</TT
> : Possible mix modes (note, some modes output
		 different results depending on the order of the imputs) 
            </P
><P
>&#13;		These are: Add, Average, Color Burn, Color Dodge, Darken,
		Difference, Exclusion, Freeze, Hard Light, Lighten, Multiply,
		Negation, Overlay, Reflect, Screen, Soft light, Stamp, Subtractive,
      	  </P
></LI
></UL
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_mul"
></A
>Multiply shading block</H3
><P
>&#13;		Multiplies (float) input values or input value and const value,
		outputs a float
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="mul" name="Multiply" input1="input" input2="null" value="5.30"&#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
></P
><UL
><LI
><P
>&#13;		 <TT
CLASS="literal"
>input1</TT
> : First input to
		 multiply 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>input2</TT
> : Second input to
		 multiply (if null, input1 is multiplied with the inline 'value'
		 setting) 
            </P
></LI
><LI
><P
>&#13;		 <TT
CLASS="literal"
>value</TT
> : Value to multiply if input2 is null 
            </P
></LI
></UL
><DIV
CLASS="informalfigure"
><A
NAME="AEN11764"
></A
><P
></P
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartBE/yafray/gfx/multiply.png"></P
></DIV
><P
></P
></DIV
><P
>&#13;multiply shader with wood &#38; marble as input
        </P
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_RGB"
></A
>RGB shading block</H3
><P
>&#13;		Builds a color from either any inputs or inline values for RGB
		components.
        </P
><TABLE
BORDER="0"
BGCOLOR="#E0E0E0"
WIDTH="100%"
><TR
><TD
><PRE
CLASS="programlisting"
>&#13;&#60;shader type="RGB" inputred="..." inputgreen="..." inputblue="..." &#62;
  &#60;color ...&#62;
&#60;/shader&#62;
                         
                         </PRE
></TD
></TR
></TABLE
><P
>&#13;		If one of the inputs is omited, then the default color given by
		"color" tag is used for that input.
        </P
></DIV
><DIV
CLASS="section"
><H3
CLASS="section"
><A
NAME="section_yafray_shaders_meta_sin"
></A
>Sin shading block</H3
><P
>&#13;		Generates float values based on sine wave and input.
        </P
><TABLE
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>&#13;&#60;shader type="sin" name="Sin" input="input" &#62;
        &#60;attributes&#62;
        &#60;/attributes&#62;
&#60;/shader&#62;
                         
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>&#13;Wood shader is input for sin, which in turn is an input for the Hue
channel of an HSV shader - the color value of a phong shader
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