# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "point_light.so" $include "point_light.mi" link "transparent.so" $include "transparent.mi" link "summed_noise_scalar.so" $include "summed_noise_scalar.mi" link "lambert.so" $include "lambert.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 max displace .05 end options light "light" "point_light" ( "light_color" 1 1 1 ) origin -2 5 -1 end light instance "light_inst" "light" end instance material "water" "transparent" ( "color" 0 0 1, "transparency" .3 .3 .3 ) end material shader "land_displacement" "summed_noise_scalar" ( "point_scale" 10, "magnitude" .05 ) material "land" opaque "lambert" ( "diffuse" .7 1 .4, "lights" ["light_inst"] ) displace = "land_displacement" end material camera "cam" output "rgba" "tif" "displace_7.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 "water" 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 instance "square-2" geometry "bw_square" () material "land" 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 2 globillum on globillum 3 end instance instgroup "root" "camera-instance" "light_inst" "square-1" "square-2" end instgroup render "root" "camera-instance" "opt"