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May 25th, 2015
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  1. <!-- Camera -->
  2. <camera width="800" height="500" />
  3.  
  4. <transform translate="0 2 -6" scale="1 1 1" rotate="20 1 0 0">
  5. <camera type="perspective" />
  6. </transform>
  7.  
  8. <!-- Integrator Settings -->
  9. <integrator volume_step_size="0.01" />
  10.  
  11.  
  12. <shader name="cube">
  13. <refraction_bsdf name="refrac" Color="0.163,0.880,1" Roughness="0.005" IOR="1.6" />
  14. <mix_closure name="mix1" Fac="0.150" />
  15.  
  16.  
  17. <connect from="refrac BSDF" to="mix1 Closure1" />
  18. <connect from="mix1 Closure" to="output surface" />
  19. </shader>
  20. <!-- Floor Shader -->
  21. <shader name="floor">
  22. <emission name="emission" color="0.1,0.1,0.8" strength="0.2" />
  23. <checker_texture name="checker" color1="0.4, 0.4, 0.4" color2="1.0, 0.1, 0.1" />
  24. <glossy_bsdf name="floor_closure" roughness="0.1"/>
  25. <add_closure name="add_shader" />
  26.  
  27. <connect from="checker color" to="floor_closure color" />
  28. <connect from="floor_closure BSDF" to="add_shader Closure2" />
  29. <connect from="emission emission" to="add_shader Closure1" />
  30. <connect from="add_shader Closure" to="output surface" />
  31. </shader>
  32. <shader name="frontwall">
  33. <emission name="emission" color="0.1,0.1,0.8" strength="0.5" />
  34. <checker_texture name="checker" color1="0.4, 0.4, 0.4" color2="0.4, 0.4, 0.4" />
  35. <glossy_bsdf name="floor_closure" roughness="0.1"/>
  36. <add_closure name="add_shader" />
  37.  
  38. <connect from="checker color" to="floor_closure color" />
  39. <connect from="floor_closure BSDF" to="add_shader Closure2" />
  40. <connect from="emission emission" to="add_shader Closure1" />
  41. <connect from="add_shader Closure" to="output surface" />
  42. </shader>
  43. <shader name="rightwall">
  44. <emission name="emission" color="0.1,0.1,0.8" strength="0.5" />
  45. <checker_texture name="checker" color1="0.4, 0.4, 0.4" color2="0.4, 0.4, 0.4" />
  46. <glossy_bsdf name="floor_closure" roughness="0.1"/>
  47. <add_closure name="add_shader" />
  48.  
  49. <connect from="checker color" to="floor_closure color" />
  50. <connect from="floor_closure BSDF" to="add_shader Closure2" />
  51. <connect from="emission emission" to="add_shader Closure1" />
  52. <connect from="add_shader Closure" to="output surface" />
  53. </shader>
  54. <shader name="leftwall">
  55. <emission name="emission" color="0.1,0.1,0.8" strength="0.5" />
  56. <checker_texture name="checker" color1="0.4, 0.4, 0.4" color2="0.4, 0.4, 0.4" />
  57. <glossy_bsdf name="floor_closure" roughness="0.1"/>
  58. <add_closure name="add_shader" />
  59.  
  60. <connect from="checker color" to="floor_closure color" />
  61. <connect from="floor_closure BSDF" to="add_shader Closure2" />
  62. <connect from="emission emission" to="add_shader Closure1" />
  63. <connect from="add_shader Closure" to="output surface" />
  64. </shader>
  65. <!-- Cube Object -->
  66. <state interpolation="smooth" shader="cube">
  67. <include src="./objects/sphere.xml" />
  68. </state>
  69. <transform rotate="90 1 0 0">
  70. <transform translate="0 0 1">
  71. <state shader="floor">
  72. <patch type="bilinear" P="-3 3 0 3 3 0 -3 -3 0 3 -3 0" />
  73. </state>
  74. </transform>
  75. </transform>
  76. <transform rotate="0 0 90 0">
  77. <transform translate="0 0 2.2">
  78. <state shader="frontwall">
  79. <patch type="bilinear" P="-3 3 0 3 3 0 -3 -3 0 3 -3 0" />
  80. </state>
  81. </transform>
  82. </transform>
  83. <transform rotate="90 0 120 0">
  84. <transform translate="0 0 3">
  85. <state shader="rightwall">
  86. <patch type="bilinear" P="-3 3 0 3 3 0 -3 -3 0 3 -3 0" />
  87. </state>
  88. </transform>
  89. </transform>
  90. <transform rotate="-90 0 -90 0">
  91. <transform translate="0 0 -3">
  92. <state shader="leftwall">
  93. <patch type="bilinear" P="-3 3 0 3 3 0 -3 -3 0 3 -3 0" />
  94. </state>
  95. </transform>
  96. </transform>
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