#WorldBegin AttributeBegin #Attribute "light" "integer samples" [128] LightSource "lm_light_occlusion" 2 "float samples" 32 "float maxbright" [0.5] LightSource "lm_light_spot" 3 "float coneangle" [50] "float blur" [0.1] "float samples" [32] "float decay" [0] "intensity" [1.0] "color lightcolor" [1 1 0.8] "from" [200 -2000 1000] "to" [0 0 0] "string __category" ["sun"] #The athmospheric light, derived from a HDRI map LightSource "lm_envlight2" 4 "string envmap" ["textures/env.tdl"] "float Kenv" [5] "float samples" [32] "float Kocc" [1] "color light_color" [1 1 1] "string __category" ["env"] # define meshes to bake / include in lighting simulation AttributeBegin Surface "lm_bake" "string bakefile" ["receiver"] "float Ka" [0.5] "float Kd" [0.4] "float Ks" [0.5] "float roughness" [0.1] Attribute "displacementbound" "sphere" [210] Displacement "lm_disp" "float offset" [0] "float Km" [0] "string texname" [""] #Displacement "lm_disp" "float offset" [0] "float Km" [10] "string texname" ["textures/height.tif"] ReadArchive "include.rib" AttributeEnd AttributeBegin Surface "plastic" ReadArchive "caster/objects.rib" AttributeEnd AttributeEnd #WorldEnd