ABSTRACT

The following subsections present the different geometric representations available in RenderMan. After you become familiar with the RIB syntax for each, feel free to experiment by modifying existing data to create your own imagery (all the RIB files and shaders used to generate the illustrations shown below are available at the RfB site). A good hands-on understanding of what the various primitives can do will help you in picking appropriate ones relevant to your shape modeling needs in the future.