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Jun 26th, 2017
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  1. .....<Main File.inc>.....
  2. /* Main Scene File.
  3. * Filename, author and such goes here.
  4. */
  5.  
  6.  
  7. /* == Create scene List ==
  8. * This bit creates a list of the scenes.
  9. * We're not talking about POV-Ray scenes, were talking about a collection of footage edited
  10. * together to form a logical piece of the story.
  11. * In this context we define a scene as a collection of SHOTS.
  12. * A shot is a sequence of frames, generally a few seconds long.
  13. * Here, we simply name each scene, and put them in order.
  14. *
  15. * We can't tell how long each scene is yet. Later, we'll define the shots that form the scene.
  16. */
  17. SceneList.Add( "Title sequence" )
  18. SceneList.Add( "Where's my towel?" )
  19. SceneList.Add( "Rooftop Interlude 1" )
  20. SceneList.Add( "Time to go" )
  21. ...snip about 100 scenes...
  22. SceneList.Add( "Closing credits" )
  23.  
  24.  
  25. .....<Scene_file_nnn.inc>.....
  26. /*
  27. * Scene_file_nnn.inc
  28. * Scene name "Where's my towel?"
  29. * Other info about this file.
  30. */
  31.  
  32.  
  33. //Shot List for "Where's my towel?"
  34. Shot.Add{ Id=0001, Length=4.16667, Set=Apartment_Interior_01, Camera=Camera_01 }
  35.  
  36.  
  37. // Tight shot of doorknob, pulling back and rising up to a medium shot of ALAN.
  38. Camera_01 = camera{
  39. // A predefined camera that mimics a 50mm lens.
  40. CAM_Standard_50MM,
  41.  
  42. // The default behavior is to use the shot clock ( 0.00 to shot.Length )
  43. // UseSceneClock overrides that, the motion control splines are fed the scene clock for the parent scene instead.
  44. UseSceneClock,
  45.  
  46. // The camera's position is interpolated over the duration. Normally, that's the shot length.
  47. // We've asked to use the scene clock, so we'll interpolate over that clock's duration instead.
  48. // We didn't specify how to interpolate, the default of linear_interpolation will be used.
  49. // I also used the Inches() function. It converts the units to whatever unit is in use.
  50. Position.Initial = Inches( 22,38, 123),
  51. Position.Final = Inches(105,68, 123),
  52.  
  53. // very similar to the position setup
  54. LookAt.Initial = Inches( 4,38, 123),
  55. LookAt.Final = Inches( 4,68, 123)
  56. }
  57.  
  58.  
  59. .....<Apartment_Interior_01.inc>.....
  60. /*
  61. * This is a set file. It calls out the object to use, adjusts their options and creates them.
  62. * It is very similar to a POV-Ray scene file.
  63. */
  64.  
  65. // Walls
  66.  
  67. // floor
  68. // Notice the anonymous declarations of the pigment, finish and normal, just like POV-Ray.
  69. P_Floor_Red = Pigment(
  70. Pattern=bozo
  71. Colormap( // An interesting case. Colormap constructor supports n ColormapItem objects?!?
  72. ColormapItem( 0.00, RGB( 0.65, 0.34, 0.31) ),
  73. ColormapItem( 0.94, RGB( 0.65, 0.34, 0.31) ),
  74. ColormapItem( 1.00, RGB( 0.69, 0.68, 0.64) ))
  75. Scale( 0.2, 1.0, 0.5 )
  76. )
  77. T_Floor_Base = Texture( Pigment(P_Floor_Red) ) // Stores a reference to the P_Floor_Red, rather than a deep copy.
  78. T_Floor_Dirt = Texture( Pigment(...) )
  79. T_Floor_Scuffs = Texture( Pigment(...) )
  80. // This is different
  81. T_Floor = LayeredTexture( T_Floor_Base, T_Floor_Scuffs, T_Floor_Dirt, Finish(...) Normal(...) )
  82.  
  83. Height_Field( Map="Apartment_Floor", Scale(...), Translate(...) )
  84. // Ceiling
  85. // Bed
  86. // Dresser
  87. // Table
  88. // desk
  89. // desk chair
  90. // recliner.
  91. // wall lamp.
  92. // and so on.
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