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Jun 13th, 2016
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  1. #-----------------------------
  2. # DEFAULT SCENE FILE
  3. #-----------------------------
  4.  
  5.  
  6. image {
  7. resolution %WIDTH% %HEIGHT%
  8.  
  9. aa 0 1
  10. #samples 2
  11. filter mitchell
  12. }
  13.  
  14. # Background of the image, default is full white
  15. background {
  16. color { "sRGB nonlinear" %BACKGROUND_COLOR% }
  17. }
  18.  
  19. # this is the camera setting. The FieldOfView is narrow to match the camera in LDD
  20. camera {
  21. type pinhole
  22. transform row %LDDCAMERA%
  23. fov 15
  24. aspect %ASPECTRATIO%
  25. }
  26.  
  27.  
  28.  
  29. # A mirror material, you can use it with the Plane to have a shiny plane
  30. shader {
  31. name Mirror
  32. type mirror
  33. refl 0 0 0
  34. }
  35.  
  36. # The default material for the plane, a nice blue shade
  37. shader {
  38. name PlaneMaterial
  39. type diffuse
  40. diff { "sRGB nonlinear" %PLANE_COLOR% }
  41. }
  42.  
  43. # Here we define our plane.
  44. object {
  45. #shader PlaneMaterial
  46. shader Mirror
  47. type plane
  48. p 0 %LOWESTPOINT% 0
  49. n 0 1 0
  50. }
  51.  
  52.  
  53. # ---------------------------------
  54. # LIGHTS
  55. # ---------------------------------
  56.  
  57.  
  58. # This is the default light, a kind that simulates the natural sun light.
  59. # you can change turbidity to move between soft-blue and hard-red lights
  60.  
  61. light {
  62. type spherical
  63. color 1 1 1
  64. radiance 30
  65. center 200 50 100
  66. radius 40
  67. samples 4
  68. #noball
  69. }
  70. /*light {
  71. type spherical
  72. color 1 1 1
  73. radiance 20
  74. center -200 100 100
  75. radius 40
  76. samples 4
  77. #noball
  78. }*/
  79. light {
  80. type point
  81. color 1 1 1
  82. power 2000
  83. p 0 5.5 4.5
  84. }
  85.  
  86. /*light {
  87. type directional
  88. source 0 0 100
  89. target 0 0 0
  90. radius 1000
  91. emit 1 1 1
  92. intensity 1
  93. }
  94. */
  95.  
  96.  
  97.  
  98. #---- CUBE - 8 SOURCES ----------------------
  99. #---- build sides parallel to cube sides ----
  100. light {
  101. type directional
  102. source 100 100 100
  103. target 0 0 0
  104. radius 1000
  105. emit 1 1 1
  106. intensity 1.5
  107. }
  108. light {
  109. type directional
  110. source 100 100 -100
  111. target 0 0 0
  112. radius 1000
  113. emit 1 1 1
  114. intensity 1.5
  115. }
  116. light {
  117. type directional
  118. source 100 -100 100
  119. target 0 0 0
  120. radius 1000
  121. emit 1 1 1
  122. intensity 1.5
  123. }
  124. light {
  125. type directional
  126. source 100 -100 -100
  127. target 0 0 0
  128. radius 1000
  129. emit 1 1 1
  130. intensity 1.5
  131. }
  132. light {
  133. type directional
  134. source -100 100 100
  135. target 0 0 0
  136. radius 1000
  137. emit 1 1 1
  138. intensity 1.5
  139. }
  140. light {
  141. type directional
  142. source -100 100 -100
  143. target 0 0 0
  144. radius 1000
  145. emit 1 1 1
  146. intensity 1.5
  147. }
  148. light {
  149. type directional
  150. source -100 -100 100
  151. target 0 0 0
  152. radius 1000
  153. emit 1 1 1
  154. intensity 1.5
  155. }
  156. light {
  157. type directional
  158. source -100 -100 -100
  159. target 0 0 0
  160. radius 1000
  161. emit 1 1 1
  162. intensity 1.5
  163. }
  164.  
  165.  
  166.  
  167.  
  168.  
  169.  
  170. # ---------------------------------
  171. # MATERIALS
  172. # ---------------------------------
  173.  
  174. # here goes lots of text, but I haven't changed anything below this point so there's no point in copying it
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