利用者:Igor/AIML

提供: wiki
< 利用者:IgorAIMLから転送)
移動先: 案内検索

AIML is the acronym for Artificial Intelligent Markup Language. It's an XML based.

I will build AIML robot to give me instant & smart answers on Blender KeyWords and HotKeys.

This is a simple AIML example for response on KeyWord Nabla:


<?xml version="1.0" encoding="UTF-8"?>

<aiml>
<!-- Free software &copy; 2001-2003 ALICE A.I. Foundation. -->
<!-- This program is open source code released under       -->
<!-- the terms of the GNU General Public License           -->
<!-- as published by the Free Software Foundation.         -->
<!-- Complies with AIML 1.01 Tag Set Specification         -->
<!-- as adopted by the ALICE A.I. Foundation.              -->
<!-- AIML Blender Brain,                                   -->
<!-- Annotated Version by Igor Križanovskij,               -->
<!-- Created: September 17 2005.                           -->

<category>

		<pattern>_ NABLA *</pattern>

		<template>

			<srai>NABLA</srai>

		</template></category>	

<category>

		<pattern>NABLA</pattern>

		<template>

			<think>

			<set name="it">Nabla</set> 

			<set name="topic">Nabla</set>

			</think>
  • Nabla. Ton wrote: Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping (with as exception "Blend" and "Magic). The texture normal, the derivative, is calculated by using four samples in the texture formula:
 s0= texture(x, y, z)
 s1= texture(x+nabla, y, z)
 s2= texture(x, y+nabla, z)
 s3= texture(x, y, z+nabla)

 normal[0]= s0-s1
 normal[1]= s0-s2
 normal[2]= s0-s3

Up to now, the "nabla" offset was a constant (0.025) which worked fine in most cases, but doesn't give proper control over the way a texture is sampled, for example to make the effect smoother or sharper. This feature especially is useful in combination with the ColorBand feature.

</template></category>

</aiml>