# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "lambert.so" $include "lambert.mi" link "texture_uv.so" $include "texture_uv.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 max displace .5 end options color texture "wood_color_texture" "wood_color.tif" color texture "wood_displace_texture" "wood_bump.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_color" "texture_uv" ( "tex" "wood_color_texture" ) material "wood" "lambert" ( "diffuse" = "wood_color", "lights" ["light_inst"] ) end material camera "cam" output "rgba" "tif" "displace_5a.tif" focal 1.5 aperture 1 aspect 1.70213 resolution 400 235 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" 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"