# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "depth_fade_tint.so" $include "depth_fade_tint.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 end options material "depth" "depth_fade_tint" ( "near" 1.25, "near_color" 1 1 .5, "far" -1.15, "far_color" 0 0 .5 ) end material camera "cam" output "rgba" "tif" "depth_2.tif" focal 90 aperture 33.3 aspect 1.33333 resolution 400 300 end camera instance "camera-instance" "cam" transform 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 -8.0 1.0 end instance instance "cone-1" geometry "bw_cone" ("name" "bw-cone") material "depth" transform 0.666667 0.0 0.0 0.0 0.0 0.769231 0.0 0.0 0.0 0.0 0.666667 0.0 0.266667 0.076923 -0.333333 1.0 tag 1 globillum on globillum 3 end instance instance "ball-1" geometry "bw_ball" ("name" "bw-ball") material "depth" transform 1.818182 0.0 0.0 0.0 0.0 -0.0 -1.818182 0.0 0.0 1.818182 -0.0 0.0 -1.363636 0.545455 -0.181818 1.0 tag 2 globillum on globillum 3 end instance instance "column-1" geometry "bw_cylinder" ("name" "bw-column") material "depth" transform 1.538462 0.0 0.0 0.0 0.0 1.538462 0.0 0.0 0.0 0.0 1.538462 0.0 -0.384615 -0.923077 1.076923 1.0 tag 3 globillum on globillum 3 end instance instgroup "root" "camera-instance" "cone-1" "ball-1" "column-1" end instgroup render "root" "camera-instance" "opt"