# 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_datafile.so" $include "hair_geo_datafile.mi" link "hair_color_light.so" $include "hair_color_light.mi" link "sinusoid_soft_spotlight.so" $include "sinusoid_soft_spotlight.mi" link "front_bright.so" $include "front_bright.mi" options "opt" object space contrast .1 .1 .1 1 scanline rapid shadow on shadowmap detail samples collect 5 filter mitchell 4 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 "show" "front_bright" () end material material "hair_light" "hair_color_light" ( "lights" ["light-inst"], "diffuse" .6 .6 .8, "specular" .2 .2 .2, "root_opacity" 1, "tip_opacity" 0 ) shadow "hair_color_light" ( "diffuse" .6 .6 .8, "root_opacity" 1, "tip_opacity" 0 ) end material instance "fountain-instance" geometry "hair_geo_datafile" ( "radius" .002, "particle_filename" "fountain.hpd" ) material "hair_light" transform .5 0 0 0 0 .5 0 0 0 0 .5 0 0 .25 .4 1 end instance camera "cam" output "rgba" "tif" "geometry_15.tif" focal 1.5 aperture 1 aspect 1 resolution 350 350 end camera instance "camera-instance" "cam" transform 1.0 0.0 0.0 0.0 0.0 0.999841 0.017854 0.0 0.0 -0.017854 0.999841 0.0 0.0 -0.249960 -2.804910 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" "fountain-instance" "square-1" end instgroup render "root" "camera-instance" "opt"