# 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 "point_light_shadow.so" $include "point_light_shadow.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 end options light "light" "point_light_shadow" () origin -2 .5 2 end light instance "light-inst" "light" end instance material "diffuse" "lambert" ( "lights" ["light-inst"] ) end material object "triangle-object" visible shadow 3 box -.5 -.5 -.1 .5 .5 .1 file "triangle_object.mi" end object instance "triangle-instance" "triangle-object" material "diffuse" transform 1 0 0 0 0 1 0 0 0 0 1 0 0 -.2 0 1 end instance camera "cam" output "rgba" "tif" "geometry_3.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 "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 instance "square-2" geometry "bw_square" () material "diffuse" 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" "triangle-instance" "square-1" "square-2" end instgroup render "root" "camera-instance" "opt"