# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "bump_texture.so" $include "bump_texture.mi" link "texture_uv.so" $include "texture_uv.mi" link "blinn.so" $include "blinn.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 end options color texture "wood_bump" "wood_bump.tif" color texture "wood_color" "wood_texture.tif" light "light" "mib_light_point" ( "color" 1.3 1.3 1.3 ) origin -2 2 0 end light instance "light_inst" "light" end instance shader "wood_shader" "texture_uv" ( "tex" "wood_color" ) material "wood_bump_texture" opaque "bump_texture" ( "texture" "wood_bump", "factor" 10 ) "blinn" ( "specular" .3 .3 .3, "diffuse" = "wood_shader", "lights" ["light_inst"] ) end material camera "cam" output "rgba" "tif" "bump_7.tif" focal 1.5 aperture 1 aspect 1.71429 resolution 300 175 end camera instance "camera-instance" "cam" transform 1.0 0.0 0.0 0.0 0.0 0.801130 0.598491 0.0 0.0 -0.598491 0.801130 0.0 0.0 0.056079 -2.080109 1.0 end instance instance "square-1" geometry "bw_square" () material "wood_bump_texture" transform 1.0 0.0 0.0 0.0 0.0 -0.0 1.0 0.0 0.0 -1.0 -0.0 0.0 0.0 0.0 0.0 1.0 tag 1 globillum on globillum 3 end instance instgroup "root" "camera-instance" "light_inst" "square-1" end instgroup render "root" "camera-instance" "opt"