scene_all.rib 1.7 KB

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  1. #WorldBegin
  2. AttributeBegin
  3. #Attribute "light" "integer samples" [128]
  4. #LightSource "mp_light_occlusion" 2 "intensity" [0.15] "float samples" 8 "float maxbright" [0.5]
  5. LightSource "mp_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"]
  6. #The athmospheric light, derived from a HDRI map
  7. #LightSource "envlight2" 2 "string envmap" ["textures/env.tdl"] "float Kenv" [5] "float samples" [32] "float Kocc" [1] "string __category" ["env"]
  8. LightSource "mp_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"]
  9. #LightSource "ambientlight" 10 "string __category" ["env"]
  10. #LightSource "ambientlight" 10
  11. # define meshes to bake / include in lighting simulation
  12. AttributeBegin
  13. Surface "bake" "string bakefile" ["receiver"] "string texColName" [""] "string texSpecName" [""] "float Ka" [0.5] "float Kd" [0.4] "float Ks" [0.5] "float roughness" [0.1]
  14. #Surface "paintedplastic"
  15. Attribute "displacementbound" "sphere" [210]
  16. Displacement "mp_disp" "float offset" [.01] "float Km" [200] "string texname" ["textures/tweaked_heightmap.tdl"]
  17. ReadArchive "include.rib"
  18. AttributeEnd
  19. #Translate 1 0 0
  20. #Cone 2 1 360
  21. AttributeBegin
  22. Surface "paintedplastic"
  23. ReadArchive "caster/objects.rib"
  24. AttributeEnd
  25. AttributeEnd
  26. #WorldEnd