# 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 "triangles.so" $include "triangles.mi" link "point_light.so" $include "point_light.mi" link "point_light_shadow.so" $include "point_light_shadow.mi" link "ambient_occlusion.so" $include "ambient_occlusion.mi" link "ambient_occlusion_cutoff.so" $include "ambient_occlusion_cutoff.mi" link "front_bright.so" $include "front_bright.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 end options light "light" "point_light_shadow" ( # "point_light" ( "light_color" 1 1 1 ) origin 0 3 0 end light instance "light-inst" "light" end instance material "amb_occlude" "ambient_occlusion_cutoff" ( "samples" 200, "cutoff_distance" 9 ) end material material "diffuse" "lambert" ( "lights" ["light-inst"] ) end material material "show" "front_bright" () end material instance "triangles-instance" geometry "triangles" ( "count" 1000, "bbox_min" -.5 -.5 -.5, "bbox_max" .5 .9 .5, "edge_length_max" .5 ) material "amb_occlude" transform 1 0 0 0 0 1 0 0 0 0 1 0 0 0 .2 1 end instance camera "cam" output "rgba" "tif" "geometry_2.tif" focal 1.5 aperture 1 aspect 1 resolution 250 250 end camera instance "camera-instance" "cam" transform 1.0 0.0 0.0 0.0 0.0 0.999201 0.039968 0.0 0.0 -0.039968 0.999201 0.0 0.0 -0.199840 -2.509993 1.0 end instance instance "square-1" geometry "bw_square" () material "amb_occlude" 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 instance "square-2" geometry "bw_square" () material "amb_occlude" transform 0.010 0.0 0.0 0.0 0.0 0.010 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 12.0 1.0 tag 2 globillum on globillum 3 end instance instgroup "root" "camera-instance" "light-inst" "triangles-instance" "square-1" "square-2" end instgroup render "root" "camera-instance" "opt"