# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "show_uv.so" $include "show_uv.mi" options "opt" object space contrast .1 .1 .1 1 samples 0 2 end options material "uv" opaque "show_uv" () end material camera "cam" output "rgba" "tif" "texture_1.tif" focal 90 aperture 33.3 aspect 1.5 resolution 450 300 end camera instance "camera-instance" "cam" transform 0.999931 -0.001375 0.011683 0.0 0.0 0.993151 0.116841 0.0 -0.011764 -0.116833 0.993082 0.0 0.099993 -0.000069 -8.558037 1.0 end instance instance "column-1" geometry "bw_cylinder" ("name" "cylinder-cube", "sides" 4, "start_angle" 135, "radius" 0.7071, "average_normals" off) material "uv" transform 0.707107 -0.0 0.707107 0.0 0.353553 0.866025 -0.353553 0.0 -0.612372 0.50 0.612372 0.0 0.530330 0.0 0.530330 1.0 tag 1 globillum on globillum 3 end instance instance "column-2" geometry "bw_cylinder" ("name" "bw-column") material "uv" transform 0.707107 -0.0 0.707107 0.0 0.353553 0.866025 -0.353553 0.0 -0.612372 0.50 0.612372 0.0 -0.530330 0.0 -0.530330 1.0 tag 2 globillum on globillum 3 end instance instgroup "root" "camera-instance" "column-1" "column-2" end instgroup render "root" "camera-instance" "opt"