m a t r i x    c o m p o s i t i o n


This page demonstrates the basics of scripting 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 coordinate system.





#MainPiece

TransformBegin
		Translate 0 0 0
		Rotate -90 1 0 0
		Cylinder .1 -2 2 360
TransformEnd

TransformBegin
		Translate 2 0 0
		Rotate -90 1 0 0
		Cylinder .1 -2 2 360
TransformEnd
			




#Circles
	
TransformBegin
	Translate 0 2 0
	Scale .4 .3 .1
	Sphere 1 -1 1 360
TransformEnd

TransformBegin
	Translate 0 1.2 0
	Scale .3 .2 .1
	Sphere 1 -1 1 360
TransformEnd
			





TransformBegin
		Translate 1 0 -1
		Rotate -90 1 0 0
		Cylinder .1 -2 2 360
TransformEnd

TransformBegin
		Scale .1 .1 .1
		Translate 0 -20 0
		Rotate -90 1 0 0
		Torus 1 .2 0 360 360
TransformEnd
			




TransformBegin
	ReadArchive "M:/vsfx319/archives/matrixcenter.rib"
TransformEnd

TransformBegin
	Translate 6 -2 0
	ReadArchive "M:/vsfx319/archives/matrixcenter.rib"
TransformEnd

TransformBegin
	Translate -6 -2 0
	ReadArchive "M:/vsfx319/archives/matrixcenter.rib"
TransformEnd

TransformBegin
	Translate 0 -2 -6
	ReadArchive "M:/vsfx319/archives/matrixcenter.rib"
TransformEnd

TransformBegin
	Translate 0 -2 6
	ReadArchive "M:/vsfx319/archives/matrixcenter.rib"
TransformEnd