# # slim.ini $Revision: #1 $: # the .ini file for slim-specific preferences. # # Available commands: # SetPref name value # LockPref name value # LoadExtension class filename # # In addition, you can use standard safe-tcl commands # to perform calculations and substitutions. We also # provide the following procs: # RATGetDir $dir - returns the path to a rat subdir: # $dir can be lib, etc, resource, home # GetPref name - returns the current value of a pref. # LogMsg code msg - logs a message at a level indicated # by code which should be one of: # COPIOUS, INFO, NOTICE, WARNING, ERROR # # # Slim Extensions namespace eval ::Slim {}; #create the ::Slim namespace for globals # source registration/menu procedures used below source [file join [RATGetDir etc] SlimInit.tcl] set templates [file join [RATGetDir lib] slim] # TemplateSearchPaths is a tcl list of directories SetPref TemplateSearchPaths [list $templates] # require slim extensions ............................................. # extensions of type slim are loaded at startup. We recommend # that all customui and foundation .slim extensions be "pre-loaded". # visualizers should go last # # put customuis first 'cuz templates refer to them. LoadExtension slim [file join $templates floatsplineui.slim] customui LoadExtension slim [file join $templates splineui.slim] customui LoadExtension slim [file join $templates layerui.slim] customui LoadExtension slim [file join $templates layerui2.slim] customui LoadExtension slim [file join $templates adaptorui.slim] customui LoadExtension slim [file join $templates addparamui.slim] customui LoadExtension slim [file join $templates bigstringui.slim] customui LoadExtension slim [file join $templates combineui.slim] customui LoadExtension slim [file join $templates customui.slim] customui LoadExtension slim [file join $templates customcmd.slim] customcmd LoadExtension slim [file join $templates noiseui.slim] customui LoadExtension slim [file join $templates listui.slim] customui LoadExtension slim [file join $templates visui.slim] customui # these extensions are required for basic slim operation. LoadExtension slim [file join $templates aovmacros.slim] customui LoadExtension slim [file join $templates macros.slim] customui LoadExtension slim [file join $templates foundation.slim] slim LoadExtension slim [file join $templates conversion.slim] slim LoadExtension slim [file join $templates visualizers.slim] slim LoadExtension tcl [file join [RATGetDir etc] SlimExpression.tcl] # configure menu presence for these templates # this variable is used by ::Slim::AddMenuDescriptions set foundationMenuDescriptions { { pixar,Ensemble#0 Ensemble /Ensemble } { pixar,EnsembleAdaptor#0 EnsembleAdaptor /Ensemble } { pixar,SurfaceAdaptor#0 SurfaceAdaptor /Surface/Utility } { pixar,LightAdaptor#0 LightAdaptor /Light } { pixar,RIBBox#0 RIBBox /RIBBox } { pixar,RIBBoxAdaptor#0 RIBBoxAdaptor /RIBBox } { pixar,Bake#0 Bake /MapGen } { pixar,Depth#0 Depth /MapGen } { pixar,DepthMask#0 DepthMask /MapGen } { pixar,Environment#0 Environment /MapGen } { pixar,OcclusionMapGen#0 OcclusionMapGen /MapGen } { pixar,PhotonMap#0 PhotonMap /MapGen } { pixar,PointShadow#0 PointShadow /MapGen } { pixar,Reference#0 Reference /MapGen } { pixar,Reflection#0 Reflection /MapGen } { pixar,Shadow#0 Shadow /MapGen } { pixar,SoftShadow#0 SoftShadow /MapGen } } # preferences for automatic type conversion # these define the template that will convert # from the first type to the second SetPref TypeConversionTemplate(float,color) \ pixar,ConvertFloatToColor SetPref TypeConversionTemplate(color,float) \ pixar,ConvertColorToFloat SetPref TypeConversionTemplate(shadingcomponent,color) \ pixar,ConvertSCToColor SetPref TypeConversionTemplate(color,shadingcomponent) \ pixar,ConvertColorToSC SetPref TypeConversionTemplate(shadingmodel,color) \ pixar,ConvertSMToColor SetPref TypeConversionTemplate(color,shadingmodel) \ pixar,ConvertColorToSM SetPref TypeConversionTemplate(shadingmodel,shadingmodel_aov) \ pixar,ConvertSMToSMaov SetPref TypeConversionTemplate(shadingmodel_aov,shadingmodel) \ pixar,ConvertSMaovToSM # interface preferences SetPref ConserveWindows 1 SetPref RaisePaletteEditors 1 SetPref DefaultPaletteView icon SetPref AutoCollect 1 SetPref AutoReparent 1 SetPref RichCollectionGUI 0 SetPref InstanceStructure hierarchical SetPref RenderInstancesWhenUpdating 1 SetPref ExpertMenus 0 SetPref ValueSetColor "#000044" SetPref ValueUnsetColor "#444444" SetPref CascadeMenuSize 20 SetPref DefaultSliderPrecision 0.01 SetPref ShowPathInAppEditorTitle 1 # establish filters SetPref Filters { * } # URLs for the Help menu SetPref HelpURLs(slim) { "Slim Documentation" %RATDOCROOT/tools/intro_Slim/ } # preview preferences # rendering # to plug in your own renderer, place your rendering command # here. Note that %f and %i are substituted by the RIB # filename and the slim internal image name. To cause # send your pixels to slim, invoke sho -dspy slim -dspyfile %i %i # # LockPref PreviewRenderer "render %f" # SetPref PreviewRenderer internal SetPref PreviewResolution 128 SetPref PreviewShadingRate 1 SetPref CustomDisplay "" SetPref Gain 1 SetPref Gamma 1 # object SetPref PreviewObjectSize 1 SetPref PreviewObjectShape Sphere SetPref PreviewObjectArchive "" # lights SetPref PreviewSimpleLights 1 SetPref KeyLight {.8 .8 .8} SetPref FillLight {.2 .2 .2} SetPref AmbientLight {.05 .05 .05} SetPref PreviewLightArchive "" # environment light SetPref PreviewEnvLight 0 SetPref PreviewEnvMap textures/ratEnv.tex SetPref PreviewEnvKd 1 SetPref PreviewEnvDiffuseBlur 0.2 SetPref PreviewEnvKs 1 # scene SetPref PreviewUpAxis Y SetPref PreviewBackgroundTexture "textures/ratGrid.tex" SetPref PreviewSceneSphere 1 SetPref PreviewSceneSphereTexture textures/ratEnv.tex SetPref FlipbookFrameCount 32 SetPref FlipbookResolution 128 SetPref FlipbookRenderer render; # or netrender SetPref TextureRenderer "alfred -n 6 -rm %f" SetPref TextureResolution 512 SetPref SeqBegin 1 SetPref SeqEnd 100 # file preferences SetPref SaveIcons 0 SetPref PreferFullPaths 0 SetPref CheckpointQueueSize 0 SetPref AutoReloadTemplates 1 SetPref PaletteSaveMode minimal # shader generation / compile settings SetPref ShaderHeader {} SetPref ShaderCompiler "default" SetPref ShaderCompiler2 "" # if you want to see warnings from shader compiles, set this to your # desired loglevel, e.g. WARNING SetPref CompilerWarningLogLevel "" # deprecated preferences SetPref OrganizeByVendor 0 SetPref PreferVSlider 0 SetPref ShowHub 0 SetPref GenerateSli 0; # 1 -> glimpse compatibility. LockPref RManCtls 1 # controls default master reference for functions that can # be attached to scene objects. If you have lots of users # working in the same area, you might uncomment the following: #SetPref DefaultMasterRef \$::torShaders/\$::USER/\$::INSTANCENAME # # You may wish to include the unique instance id in your shader name. # This will prevent any shader name conflicts between appearances, and # can be done by uncommenting the following: #SetPref DefaultMasterRef \$::torShaders/$\{::INSTANCENAME\}_\$::INSTANCEID # # These variables are predefined. You can define additional # variables within the SetInstanceExpressionContext procedure # (in SlimExpression.tcl). By default, this procedure defines # the PALETTENAME variable, which set to be the label of the # appearance's palette. SetPref DefaultMasterRef \$::torShaders/\$::INSTANCENAME # This controls whether to make use of file references stored in template hints # when loading a template that hasn't been registered SetPref UseTemplateHintFileReferences 1 # These preferences control how Slim keeps appearance names unique. # UniqueNameDomain describes how the scope in which names are unique. # Valid options are: # - session : appearances in current session # - palette : appearances in a palette # - group : appearances in a group # - history : all compiled appearances in the shading directory # # Names are initially unique, but are only continuously checked # when MaintainUniqueNames is turned on. # # MaintainUniqueNames is only valid for UniqueNameDomains other than # history. For these domains, it is recommended that you include the # instance id in the master name (see above). The following settings # describe the behavior of previous slim releases: # # SetPref UniqueNameDomain history # SetPref MaintainUniqueNames 0 # # But we recommend using these settings: SetPref UniqueNameDomain session SetPref MaintainUniqueNames 1 # Default txmake settings # These are classified by subtype (as referenced in template) SetPref TxmakeArgs(environment) { -envlatl -smode black -tmode black -resize up} SetPref TxmakeArgs(reflection) { -smode black -tmode black -resize up} SetPref TxmakeArgs(shadow) { -shadow -smode black -tmode black -resize none} SetPref TxmakeArgs(texture) { -smode black -tmode black -resize up} # this is the color for read-only palettes LockPref ROColor #8080a0 # SlimAttachableMap: # describes the association between custom Slim template types # and known attachable appearance types: # surface, displacement, volume, light, ribbox, tclbox, # ensemble, mapgen, dso, archiver # If you develop a new Slim template type that requires attachment # semantics, simply add a SlimAttachableMap entry of the form: # # SetPref SlimAttachableMap(yourtype) systemtype # SetPref SlimAttachableMap(shadingmodel) surface SetPref SlimAttachableMap(shadingmodel_aov) surface SetPref SlimAttachableMap(visualizer) surface SetPref SlimHiddenTemplateTypes visualizer # optional/replaceable slim templates ................................... # extensions of type slimtmplt are loaded when needed/used # we suggest that you adopt a particular level of granularity for # your custom templates with these considerations in mind: # - slim supports multiple templates per file # - versioning and lazy loading is most efficient when a # single template (and possible all its versions) live # in a single file. # - lots of files can be an organizational burden # - some templates change frequently, others never. # # variable lazyTemplateList # here we construct a list to pass to ::Slim::RegisterLazyTemplates # the structure of the lazyTemplateList is a list of pairs: # 1. slim file containing one or more template definitions # 2. a list of lists, each decribing an individual template: # 1. templateID 2. template type 3. menu label 4. menu id set lazyTemplateList { shadingmodels_delux.slim { { pixar,DeluxSM#0 shadingmodel_aov Delux /Surface } } shadingmodels.slim { { pixar,Glass#1 shadingmodel_aov Glass /Surface } { pixar,Gooch#1 shadingmodel_aov Gooch /Surface } { pixar,Matte#1 shadingmodel_aov Matte /Surface } { pixar,Plastic#1 shadingmodel_aov Plastic /Surface } { pixar,Skin#3 shadingmodel_aov Skin /Surface } { pixar,Velvet#2 shadingmodel_aov Velvet /Surface } } shadingmodels_layering.slim { { pixar,Layer#2 shadingmodel_aov "Layer (general)" /Surface } { pixar,LayerUltimo#0 shadingmodel_aov "Layer (fast)" /Surface } } shadingmodels_simple.slim { { pixar,AdditiveFX#1 shadingmodel "Additive FX" /Surface/Utility } { pixar,Constant#0 shadingmodel Constant /Surface/Utility } { pixar,Default#0 shadingmodel Default /Surface/Utility } { pixar,Mix#0 shadingmodel Mix /Surface/Utility } } components.slim { { pixar,CombineSC#0 shadingcomponent Combine /ShadingComponent/Utility } { pixar,AmbientSC#0 shadingcomponent Ambient /ShadingComponent } { pixar,DiffuseSC#0 shadingcomponent Diffuse /ShadingComponent } { pixar,SpecularSC#0 shadingcomponent Specular /ShadingComponent } { pixar,AnisotropicSC#0 shadingcomponent Anisotropic /ShadingComponent } { pixar,FresnelSC#0 shadingcomponent Fresnel /ShadingComponent/Utility } { pixar,ReflectionSC#0 shadingcomponent Reflection /ShadingComponent } { pixar,RefractionSC#0 shadingcomponent Refraction /ShadingComponent } { pixar,BackScatteringSC#0 shadingcomponent "Back Scattering" /ShadingComponent } { pixar,ThinTranslucenceSC#0 shadingcomponent "Thin Translucence" /ShadingComponent } { pixar,RimSC#0 shadingcomponent Rim /ShadingComponent } { pixar,IncandescenceSC#0 shadingcomponent Incandescence /ShadingComponent } { pixar,SubsurfaceScatteringSC#1 shadingcomponent "Subsurface Scattering" /ShadingComponent } } colors.slim { { pixar,SurfaceColor#0 color "Surface Color" /Color/Utility } { pixar,SurfaceOpacity#0 color "Surface Opacity" /Color/Utility } { pixar,FloatToColor#0 color "Float To Color" /Color/Utility } { pixar,MixColors#0 color "Mix Colors" /Color/Utility } { pixar,CombineColors#0 color "Combine Colors" /Color/Utility } { pixar,CRemap#0 color Remap /Color/Utility } { pixar,Marble#0 color Marble /Color/Pattern } { pixar,ColorRamp#0 color Ramp /Color/Pattern } { pixar,ColorAdjust#0 color Adjust /Color/Utility } { pixar,ColorCorrect#0 color Correct /Color/Utility } { pixar,ColorInvert#0 color Invert /Color/Utility } { pixar,ShadingModelToColor#0 color "Shading Model To Color" /Color/Utility } { pixar,ColorBuild#0 color "Build a Color" /Color/Utility } { pixar,RSLVarsF#0 float "RSL State Variables" /Color/Utility } { pixar,RSLVarsC#0 color "RSL State Variables" /Color/Utility } } floats.slim { { pixar,SplineF#0 float Spline /Float/Pattern } { pixar,F_Combine#0 float Combine /Float/Utility } { pixar,Waves1D#0 float Waves1D /Float/Pattern } { pixar,Shapes#0 float Shapes /Float/Pattern } { pixar,ColorToGray#0 float "Color To Gray" /Float/Utility } { pixar,RemapF#0 float Remap /Float/Utility } { pixar,Worley#0 float Worley /Float/Pattern } { pixar,Distance#0 float Distance /Float/Pattern } { pixar,Time#0 float Time /Float/Pattern } { pixar,FacingForward#1 float "Facing Forward" /Float/Pattern } { pixar,FacingDirection#0 float "Facing Direction" /Float/Pattern } { pixar,FRandomTiler#0 float "Random Tiler" /Float/Pattern } { pixar,VectorLength#0 float Length /Float/Pattern } } fractals.slim { { pixar,F_Fractal#0 float Fractal /Float/Pattern } { pixar,C_Fractal#0 color Fractal /Color/Pattern } { pixar,V_Fractal#0 vector Fractal /Vector/Pattern } } environments.slim { { pixar,Blobby#1 environment Blobby /Environment } { pixar,EnvMap#3 environment "Environment Map" /Environment } } displacements.slim { { pixar,SimpleDisplacement#0 displacement Simple /Displacement } { pixar,CombineDisplacements#1 displacement Combine /Displacement } } lgNaa.slim { { pixar,Brownian#0 float Brownian /Float/Pattern } { pixar,VBrownian#0 vector Brownian /Vector/Pattern } { pixar,Turbulence#0 float Turbulence /Float/Pattern } { pixar,OakGrain#0 float "Oak Grain" /Float/Pattern } } lights.slim { { pixar,Point#2 light Point /Light } { pixar,Distant#2 light Distant /Light } { pixar,Spot#3 light Spot /Light } { pixar,EnvironmentLight#1 light Environment /Light } { pixar,Ambient#0 light Ambient /Light } } lists.slim { { pixar,CombineFloatList#0 float "Combine Float List" /Float/Utility } { pixar,CombineColorList#0 color "Combine Color List" /Color/Utility } } manifolds.slim { { pixar,SurfacePoint#0 manifold "Surface Pt" /Manifold } { pixar,WorldPoint#0 manifold "World Pt" /Manifold } { pixar,CurrentPoint#0 manifold "Current Pt" /Manifold } { pixar,MScale#0 manifold Scale /Manifold } { pixar,ST#0 manifold ST /Manifold } { pixar,Tile#0 manifold Tile /Manifold } { pixar,Warp#0 manifold Warp /Manifold } { pixar,Shear#0 manifold Shear /Manifold } { pixar,Projection#1 manifold Projection /Manifold } { pixar,SurfacePointN#0 manifoldn "Surface Pt N" /Manifold } } maya.slim { { pixar,AgeNormPP#0 float "Maya Particle Age" /Float/Utility } { pixar,MayaUV#0 manifold "Maya UV" /Manifold/Maya } { pixar,MayaUVSet#0 manifold "Maya UV Set" /Manifold/Maya } { pixar,MayaProj#0 manifold "Maya Projection" /Manifold/Maya } } noises.slim { { pixar,FNoise#0 float Noise /Float/Pattern } { pixar,VNoise#0 vector Noise /Vector/Pattern } { pixar,CNoise#0 color Noise /Color/Pattern } { pixar,GrayCells#0 float "Gray Cells" /Float/Pattern } { pixar,ColorCells#0 color "Color Cells" /Color/Pattern } } raytrace.slim { { pixar,RayTrace#0 color Trace /Color/Trace } { pixar,RayTraceHitTest#0 float "Hit Test" /Float/Trace } { pixar,RayTraceShadow#0 color "Trace Shadow" /Color/Trace } { pixar,RayTraceGetValuecolor#0 color "Trace Color Value" /Color/Trace } { pixar,RayTraceGetValuepoint#0 point "Trace Point Value" /Point/Trace } { pixar,RayTraceGetValuefloat#0 float "Trace Float Value" /Float/Trace } { pixar,RayTraceGetValuenormal#0 normal "Trace Normal Value" /Normal/Trace } { pixar,IndirectLight#0 light Indirect /Light } { pixar,PseudoArea#0 light "Pseudo Area" /Light } { pixar,IndirectIllum#0 color "Indirect Illum" /Color/Shading } { pixar,Occlusion#0 float Occlusion /Float/Trace } } reflections.slim { { pixar,ReflectionMap#1 color "Reflection Map" /Color/Maps } { pixar,EnvironmentMap#2 color "Environment Map" /Color/Maps } { pixar,CollectReflections#0 color "Collect Reflections" /Color/Shading } { pixar,CollectRefractions#0 color "Collect Refractions" /Color/Shading } } ristate.slim { {pixar,AOVcolor#1 color "Color AOV" /RiState/AOV } {pixar,AOVfloat#1 float "Float AOV" /RiState/AOV } {pixar,AOVpoint#1 point "Point AOV" /RiState/AOV } {pixar,AOVnormal#1 normal "Normal AOV" /RiState/AOV } {pixar,AOVvector#1 vector "Vector AOV" /RiState/AOV } {pixar,PVcolor#0 color "Color PrimVar" /RiState/PrimVar } {pixar,PVfloat#0 float "Float PrimVar" /RiState/PrimVar } {pixar,PVpoint#0 point "Point PrimVar" /RiState/PrimVar } {pixar,PVnormal#0 normal "Normal PrimVar" /RiState/PrimVar } {pixar,PVvector#0 vector "Vector PrimVar" /RiState/PrimVar } {pixar,color_Attribute#0 color "Color Attribute" /RiState/Attribute } {pixar,float_Attribute#0 float "Float Attribute" /RiState/Attribute } {pixar,point_Attribute#0 point "Point Attribute" /RiState/Attribute } {pixar,normal_Attribute#0 normal "Normal Attribute" /RiState/Attribute } {pixar,vector_Attribute#0 vector "Vector Attribute" /RiState/Attribute } {pixar,color_Option#0 color "Color Option" /RiState/Option } {pixar,float_Option#0 float "Float Option" /RiState/Option } {pixar,point_Option#0 point "Point Option" /RiState/Option } {pixar,normal_Option#0 normal "Normal Option" /RiState/Option } {pixar,vector_Option#0 vector "Vector Option" /RiState/Option } } slbox.slim { { pixar,F_SLBox#0 float "SL Box" /Float/Utility } { pixar,C_SLBox#0 color "SL Box" /Color/Utility } { pixar,V_SLBox#0 vector "SL Box" /Vector/Utility } { pixar,M_SLBox#0 manifold "SL Box" /Manifold } { pixar,S_SLBox#0 shadingmodel "SL Box" /Surface/Utility } } spline.slim { { pixar,ColorSpline#0 color Spline /Color/Pattern } } textures.slim { { pixar,F_ImageFile#1 float "Image File" /Float/Maps } { pixar,SMImageFile#2 shadingmodel "Image File" /Surface/Utility } { pixar,ImageFile#2 color "Image File" /Color/Maps } { pixar,CShadowMap#0 color "Shadow Map" /Color/Maps } { pixar,CShadowMapPointlight#0 color "Point Shadow Map" /Color/Maps } { pixar,CSoftShadowMap#0 color "Soft Shadow Map" /Color/Maps } { pixar,ShadowMap#1 float "Shadow Map" /Float/Maps } { pixar,SoftShadowMap#1 float "Soft Shadow Map" /Float/Maps } { pixar,PhotonMapCaustic#0 color "Caustic Photon Map" /Color/Maps } { pixar,PhotonMapGlobal#0 color "Global Photon Map" /Color/Maps } { pixar,OcclusionMap#1 color "Occlusion Map" /Color/Maps } } trivial.slim { { pixar,SharedFloat#0 float "Shared Float" /Float/Utility } { pixar,SharedColor#0 float "Shared Color" /Color/Utility } { pixar,SharedPoint#0 float "Shared Point" /Point/Utility } { pixar,SharedVector#0 vector "Shared Vector" /Vector/Utility } { pixar,SharedNormal#0 float "Shared Normal" /Normal/Utility } { pixar,SharedManifold#0 float "Shared Manifold" /Manifold } { pixar,SharedShadingModel#0 float "Shared Shading Model" /Surface/Utility } } vectors.slim { { pixar,IncidentDirection#0 vector "Incident Direction" /Vector } { pixar,ViewDirection#0 vector "View Direction" /Vector } { pixar,UDirection#0 vector "U Direction" /Vector } { pixar,VDirection#0 vector "V Direction" /Vector } { pixar,SurfaceNormal#0 normal "Surface Normal" /Vector } { pixar,SurfaceNormalF#0 normal "Surface Normal (fwd)" /Vector } { pixar,SurfaceNormalV#0 vector "Surface Normal Direction" /Vector } { pixar,SurfaceNormalFV#0 vector "Surface Normal Direction (fwd)" /Vector } { pixar,ShadingNormal#0 normal "Shading Normal" /Vector } { pixar,ReflectionDirection#0 vector "Reflection Direction" /Vector } { pixar,RefractionDirection#0 vector "Refraction Direction" /Vector } { pixar,ArbitraryDirection#0 vector "Arbitrary Direction" /Vector } { pixar,ShadingDirection#0 vector "Shading Direction" /Vector } } volumes.slim { { pixar,Fog#0 volume Fog /Volume } { pixar,Smoke#0 volume Smoke /Volume } } bake.slim { { pixar,BakeableFloat#0 float "Bakeable" /Float/Utility } { pixar,BakeableColor#0 color "Bakeable" /Color/Utility } } legacy/shadingmodels_arman.slim { { pixar,BrushedMetal#0 shadingmodel "Brushed Metal" /Surface/Legacy } { pixar,Cel#0 shadingmodel Cel /Surface/Legacy } { pixar,Ceramic#0 shadingmodel Ceramic /Surface/Legacy } { pixar,Clay#0 shadingmodel Clay /Surface/Legacy } { pixar,ThinPlastic#0 shadingmodel "Thin Plastic" /Surface/Legacy } } legacy/rat60.slim { { pixar,CombineDisplacements#0 displacement "Combine Displacements" /Displacement } } legacy/rat65.slim { { pixar,Diffuse#1 color "Diffuse" /Legacy } { pixar,Specular#1 color "Specular" /Legacy } { pixar,Blobby#0 environment "Blobby" /Legacy } { pixar,EnvMap#2 environment "Environment Map" /Legacy } { pixar,EnvironmentLight#0 light "Environment Light" /Legacy } { pixar,Point#1 light Point /Legacy } { pixar,Distant#1 light Distant /Legacy } { pixar,Spot#2 light Spot /Legacy } { pixar,SubsurfaceScatteringSC#0 shadingcomponent "Subsurface Scattering" /Legacy } } legacy/rat65-shadingmodels.slim { { pixar,Layer#1 shadingmodel Layer /Legacy } { pixar,LayerOptimo#0 surface "Layer Optimo" /Legacy } { pixar,IBI#1 shadingmodel IBI /Legacy } { pixar,Matte#0 shadingmodel Matte /Legacy } { pixar,Plastic#0 shadingmodel Plastic /Legacy } { pixar,Metal#0 shadingmodel "Simple Metal" /Legacy } { pixar,FresnelPlastic#0 shadingmodel "Fresnel Plastic" /Legacy } { pixar,Jewel#0 shadingmodel Jewel /Legacy } { pixar,Blinn#1 shadingmodel Blinn /Legacy } { pixar,Skin#2 shadingmodel Skin /Legacy } { pixar,Gooch#0 shadingmodel Gooch /Legacy } { pixar,Velvet#1 shadingmodel Velvet /Legacy } { pixar,SwissArmy#1 shadingmodel "Swiss Army" /Legacy } { pixar,Glass#0 shadingmodel Glass /Legacy } { pixar,DIY#0 shadingmodel DIY /Legacy } } legacy/textures.slim { { pixar,OcclusionMap#0 color "Occlusion Map" /Legacy } } legacy/floats.slim { { pixar,Combine#0 float "Combine" /Legacy } { pixar,FacingForward#0 float "Facing Forward" /Legacy } { pixar,F_ImageFile#0 float "Image File" /Legacy } { pixar,ShadowMap#0 float "Shadow Map" /Legacy } { pixar,SoftShadowMap#0 float "Soft Shadow Map" /Legacy } } legacy/colors.slim { { pixar,ImageFile#0 color "Image File" /Legacy } { pixar,ImageFile#1 color "Image File" /Legacy } { pixar,TraceReflections#0 color "Trace Reflections" /Legacy } { pixar,TraceRefractions#0 color "Trace Refractions" /Legacy } { pixar,ReflectionMap#0 color "Reflection Map" /Legacy } { pixar,EnvironmentMap#0 color "Environment Map" /Legacy } { pixar,EnvironmentMap#1 color "Environment Map" /Legacy } { pixar,EnvironmentMapPlus#0 color "Environment Map Plus" /Legacy } { pixar,Diffuse#0 color "Diffuse" /Legacy } { pixar,Specular#0 color "Specular" /Legacy } } legacy/shadingmodels.slim { { pixar,AddEnvMap#0 shadingmodel "Add Env Map" /Legacy } { pixar,AddReflection#0 shadingmodel "Add Reflection" /Legacy } { pixar,AddRefraction#0 shadingmodel "Add Refraction" /Legacy } { pixar,AddRaytrace#0 shadingmodel "Add Ray Trace" /Legacy } { pixar,IBI#0 shadingmodel "IBI" /Legacy } { pixar,Skin#0 shadingmodel "Skin" /Legacy } { pixar,Skin#1 shadingmodel "Skin" /Legacy } { pixar,SMImageFile#0 shadingmodel "Image File" /Legacy } { pixar,SMImageFile#1 shadingmodel "Image File" /Legacy } { pixar,Layer#0 surface "Layer" /Legacy } { pixar,AdditiveFX#0 shadingmodel "Additive FX" /Legacy } { pixar,Blinn#0 shadingmodel "Blinn" /Legacy } { pixar,Velvet#0 shadingmodel "Velvet" /Legacy } } legacy/raytrace.slim { { pixar,SwissArmy#0 shadingmodel "Swiss Army" /Legacy } } legacy/misc.slim { { pixar,Projection#0 manifold "Projection" /Legacy } { pixar,SurfPtLight#0 manifold "Surface Pt Light" /Legacy } { pixar,Spot#0 light "Spot" /Legacy } { pixar,Spot#1 light "Spot" /Legacy } { pixar,Distant#0 light "Distant" /Legacy } { pixar,Point#0 light "Point" /Legacy } { pixar,EnvMap#0 environment "Env Map" /Legacy } } }; # end of lazyTemplateList # # "Create Appearance" menu initialization # # clear all menu descriptions ::Slim::ClearCreateMenuDescriptions # Now invoke the lazy registration. You can call this same procedure # from downstream slim.ini files to register your own templates # note that this procedure also adds these templates to the # create appearance menus # ::Slim::RegisterLazyTemplates $lazyTemplateList # Add menu info for foundation templates ::Slim::AddCreateMenuDescriptions $foundationMenuDescriptions # This preference defines the structure of the "Create Appearance" menu # The contents (referenced using the "_menuDesc" macro) are defined above # SetPref CreateAppearanceMenu { { _cascade Ensemble { {_menuDesc /Ensemble} } } { _cascade Surface { {_menuDesc /Surface} } } { _cascade Displacement { {_menuDesc /Displacement} } } { _cascade Light { {_menuDesc /Light} } } { _cascade Volume { {_menuDesc /Volume} } } { _cascade RIBBox { {_menuDesc /RIBBox} } } { _cascade MapGen { {_menuDesc /MapGen} } } pixar,TCLBox#0 pixar,Archiver#0 {_separator expert} { _cascade Color { {_menuDesc /Color} } expert } { _cascade Float { {_menuDesc /Float} } expert } { _cascade "Shading Component" { {_menuDesc /ShadingComponent} } expert } { _cascade Manifold { {_menuDesc /Manifold} } expert } { _cascade Vector { {_menuDesc /Vector} } expert } { _cascade RiState { {_menuDesc /RiState} } expert } { _cascade Dynamic { _dynamic } expert } { _cascade Preloaded { _preloaded } expert } } # This preference defines the contents of the menus presented # in the connection menus of parameters in the Appearance Editor # Note that we use the same "_menuDesc" macros as above # SetPref TypedAppearanceMenu { ensemble { { _menuDesc /Ensemble } { _addtypes ensemble } } ribbox { { _menuDesc /RIBBox } { _addtypes ribbox } } surface { { _menuDesc /Surface } { _cascade More { { _addtypes surface} { _addtypes shadingmodel} } } } shadingmodel { { _menuDesc /Surface } { _cascade More { { _addtypes shadingmodel} } } { _cascade Color { { _menuDesc /Color } } } } shadingmodel_aov { { _menuDesc /Surface } { _cascade More { { _addtypes shadingmodel_aov} } } { _cascade Color { { _menuDesc /Color } } } } shadingcomponent { { _menuDesc /ShadingComponent } { _cascade More { { _addtypes shadingcomponent} } } { _cascade Color { { _menuDesc /Color } } } } displacement { { _menuDesc /Displacement } { _addtypes displacement} } light { { _menuDesc /Light} { _cascade More { { _addtypes light} } } } volume { { _menuDesc /Volume } { _addtypes volume} } color { { _menuDesc /Color } { _cascade More { { _addtypes color} } } { _cascade Float { { _menuDesc /Float } } } { _cascade "Shading Component" { { _menuDesc /ShadingComponent } } } { _cascade Surface { { _menuDesc /Surface } } } } float { { _menuDesc /Float } { _cascade More { { _addtypes float} } } { _cascade Color { { _menuDesc /Color } } } } manifold { { _menuDesc /Manifold } { _cascade More { { _addtypes manifold} } } } vector { { _addtypes vector} } normal { { _addtypes normal} } } # This table is used to register shaders and procedurals # and configure the "Import Appearance" menu (below) # set externalAppearanceList { { ratCollector.slo surface "RAT Collector" /Surface/Utility } { Mondo.slo surface "Mondo" /Surface } { smokeNfire.slo surface "Smoke and Fire" /Surface } { magicSurf.slo surface "Magic Surface" /Surface } { cmarble.slo surface "CMarble" /Surface } { shinymetal.slo surface "Shiny Metal" /Surface } { spatter.slo surface "Spatter" /Surface } { stippled.slo surface "Stippled" /Surface } { stone.slo surface "Stone" /Surface } { null.slo surface "Null" /Surface/Utility } { defaultsurface.slo surface "Default" /Surface/Utility } { constant.slo surface "Constant" /Surface/Utility } { matte.slo surface "Matte" /Surface } { plastic.slo surface "Plastic" /Surface } { glassrefr.slo surface "Traced Glass" /Surface } { aachrome.slo surface "Chrome" /Surface } { carpet.slo surface "Carpet" /Surface } { wood.slo surface "Wood" /Surface } { ratUberlight.slo light "UberLight" /Light } { mtorSpotLight.slo light "Spot" /Light } { mtorDirectionalLight.slo light "Directional" /Light } { ratBarnDoor.slo light "Barn Door" /Light } { ratEnvironment.slo light "Environment" /Light } { volumeSpot.slo light "Volume Spot" /Light } { magicLight.slo light "Magic Light" /Light } { disklight.slo light "Disk" /Light } { cylinderlight.slo light "Cylinder" /Light } { rectanglelight.slo light "Rectangle" /Light } { spherelight.slo light "Sphere" /Light } { linearlight.slo light "Linear" /Light } { indirectlight.slo light "Indirect" /Light } { causticlight.slo light "Caustic" /Light } { fog.slo volume "Fog" /Volume } { depthcue.slo volume "Depth Cue" /Volume } { volumeSmoke.slo volume "Smoke" /Volume } { ratmosphere.slo volume "RATmosphere" /Volume } { plugins/mtorUltraFur.slim RIBGen "UltraFur" /RIBGen } { plugins/mtorFur.slim RIBGen "Fur" /RIBGen } { plugins/mtorFuzz.slim RIBGen "Fuzz" /RIBGen } { plugins/quadrics.slim RIBGen "Quadrics" /RIBGen } } # # "Import Appearance" menu initialization # # clear import menu ::Slim::ClearImportMenuDescriptions # register the external appearances listed above ::Slim::RegisterImportedAppearances $externalAppearanceList # This preference defines the structure of the "Import Appearance" menu # The contents (referenced using the "_menuDesc" macro) are defined above. # When referring to _menuDesc macros for this menu, you must use # the "Import" prefix. # SetPref ImportAppearanceMenu { { _cascade Surface { {_menuDesc Import/Surface} } } { _cascade Light { {_menuDesc Import/Light} } } { _cascade Volume { {_menuDesc Import/Volume} } } { _cascade RIBGen { {_menuDesc Import/RIBGen} } } }