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- .....<Main File.inc>.....
- /* Main Scene File.
- * Filename, author and such goes here.
- */
- /* == Create scene List ==
- * This bit creates a list of the scenes.
- * We're not talking about POV-Ray scenes, were talking about a collection of footage edited
- * together to form a logical piece of the story.
- * In this context we define a scene as a collection of SHOTS.
- * A shot is a sequence of frames, generally a few seconds long.
- * Here, we simply name each scene, and put them in order.
- *
- * We can't tell how long each scene is yet. Later, we'll define the shots that form the scene.
- */
- SceneList.Add( "Title sequence" )
- SceneList.Add( "Where's my towel?" )
- SceneList.Add( "Rooftop Interlude 1" )
- SceneList.Add( "Time to go" )
- ...snip about 100 scenes...
- SceneList.Add( "Closing credits" )
- .....<Scene_file_nnn.inc>.....
- /*
- * Scene_file_nnn.inc
- * Scene name "Where's my towel?"
- * Other info about this file.
- */
- //Shot List for "Where's my towel?"
- Shot.Add{ Id=0001, Length=4.16667, Set=Apartment_Interior_01, Camera=Camera_01 }
- // Tight shot of doorknob, pulling back and rising up to a medium shot of ALAN.
- Camera_01 = camera{
- // A predefined camera that mimics a 50mm lens.
- CAM_Standard_50MM,
- // The default behavior is to use the shot clock ( 0.00 to shot.Length )
- // UseSceneClock overrides that, the motion control splines are fed the scene clock for the parent scene instead.
- UseSceneClock,
- // The camera's position is interpolated over the duration. Normally, that's the shot length.
- // We've asked to use the scene clock, so we'll interpolate over that clock's duration instead.
- // We didn't specify how to interpolate, the default of linear_interpolation will be used.
- // I also used the Inches() function. It converts the units to whatever unit is in use.
- Position.Initial = Inches( 22,38, 123),
- Position.Final = Inches(105,68, 123),
- // very similar to the position setup
- LookAt.Initial = Inches( 4,38, 123),
- LookAt.Final = Inches( 4,68, 123)
- }
- .....<Apartment_Interior_01.inc>.....
- /*
- * This is a set file. It calls out the object to use, adjusts their options and creates them.
- * It is very similar to a POV-Ray scene file.
- */
- // Walls
- // floor
- // Notice the anonymous declarations of the pigment, finish and normal, just like POV-Ray.
- P_Floor_Red = Pigment(
- Pattern=bozo
- Colormap( // An interesting case. Colormap constructor supports n ColormapItem objects?!?
- ColormapItem( 0.00, RGB( 0.65, 0.34, 0.31) ),
- ColormapItem( 0.94, RGB( 0.65, 0.34, 0.31) ),
- ColormapItem( 1.00, RGB( 0.69, 0.68, 0.64) ))
- Scale( 0.2, 1.0, 0.5 )
- )
- T_Floor_Base = Texture( Pigment(P_Floor_Red) ) // Stores a reference to the P_Floor_Red, rather than a deep copy.
- T_Floor_Dirt = Texture( Pigment(...) )
- T_Floor_Scuffs = Texture( Pigment(...) )
- // This is different
- T_Floor = LayeredTexture( T_Floor_Base, T_Floor_Scuffs, T_Floor_Dirt, Finish(...) Normal(...) )
- Height_Field( Map="Apartment_Floor", Scale(...), Translate(...) )
- // Ceiling
- // Bed
- // Dresser
- // Table
- // desk
- // desk chair
- // recliner.
- // wall lamp.
- // and so on.
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