# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "square.so" $include "square.mi" link "lambert.so" $include "lambert.mi" link "hair_geo_row.so" $include "hair_geo_row.mi" link "hair_color_light.so" $include "hair_color_light.mi" link "sinusoid_soft_spotlight.so" $include "sinusoid_soft_spotlight.mi" options "opt" object space contrast .1 .1 .1 1 scanline rapid shadow on shadowmap detail samples collect 5 filter mitchell end options light "light" "sinusoid_soft_spotlight" ( "light_color" 1 1 1, "inner_spread" .93 ) origin 2 2 -2 direction -2 -2 2 spread .75 shadowmap detail shadowmap samples 16 shadowmap detail samples 4 shadowmap resolution 1024 shadowmap softness .01 end light instance "light-inst" "light" end instance material "diffuse" "lambert" ( "diffuse" .95 .95 1, "lights" ["light-inst"] ) end material material "hair_light" "hair_color_light" ( "lights" ["light-inst"], "diffuse" .55 .3 .05, "specular" .65 .65 .65, "root_opacity" .2, "tip_opacity" .2, "exponent" 80 ) shadow "hair_color_light" ( "diffuse" .55 .3 .05, "root_opacity" .05, "tip_opacity" .05, ) end material instance "hair-instance" geometry "hair_geo_row" ( "name" "::hair-1", "radius" .0025, "count" 4000, "bbox_min" -.7 -.5 -2.5, "bbox_max" .7 1.5 0, "y_offset_max" .1, "z_offset_max" .1, ) material "hair_light" end instance camera "cam" output "rgba" "tif" "geometry_12A.tif" focal 1.5 aperture 1 aspect 1 resolution 350 350 end camera instance "camera-instance" "cam" transform 0.937749 0.006431 -0.347255 0.0 -0.0 0.999829 0.018515 0.0 0.347314 -0.017363 0.937588 0.0 0.069463 -0.250111 -2.696779 1.0 end instance instance "square-1" geometry "bw_square" () material "diffuse" transform 0.010 0.0 0.0 0.0 0.0 -0.0 -1.0 0.0 0.0 0.010 -0.0 0.0 0.0 -0.0 -0.50 1.0 tag 1 globillum on globillum 3 end instance instgroup "root" "camera-instance" "light-inst" "hair-instance" "square-1" end instgroup render "root" "camera-instance" "opt"