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- Option "searchpath" "string shader" "$DELIGHT/shaders:/Applications/Graphics/3Delight-9.0.0/shaders:./shaders"
- Option "searchpath" "string texture" "./"
- Option "searchpath" "string display" "$DELIGHT/displays:/Applications/Graphics/3Delight-9.0.0/displays"
- Display "preview.tiff" "file" "rgba"
- Sides 2
- #main quality switch, below one for good results
- #mid
- #ShadingRate 0.2
- #PixelSamples 6 6
- #PixelFilter "mitchell" 4 4
- # hi
- ShadingRate 0.2
- PixelSamples 8 8
- PixelFilter "mitchell" 4 4
- #Raytrace hider: test
- #Hider "raytrace" "int jitter" [0]
- #Hider "hidden" "depthfilter" "average"
- #an der commandline einfach mit -res x y angeben
- Format 512 512 1.0
- Projection "perspective" "fov" 50
- Translate 0 0 1250
- # from top
- Rotate -180 1 0 0
- # Limit maximum ray depth
- Option "trace" "maxdepth" [4]
- WorldBegin
- #BAKE OPTIONS
- Attribute "cull" "backfacing" [0] "hidden" [0]
- # DICE BOTH SIDES EQUALLY
- Attribute "dice" "rasterorient" [0]
- Attribute "dice" "binary" [1]
- Attribute "sides" "backfacetolerance" [90]
- # GIVE DEPTH TO SURFACES
-
- # ADJUST AFTER HUGE SCALING CHANGES
- Attribute "trace" "bias" [0.21]
-
- # SHADOW SHOULD BE INFLUENCED BY DISPLACEMENTS (SELFSHADOW)
- Attribute "trace" "displacements" 1
- # Turn on raytraced shadows
- Attribute "visibility" "transmission" [1]
- Attribute "visibility" "int diffuse" [1]
- Attribute "visibility" "int specular" [1]
- Attribute "shade" "transmissionhitmode" ["primitive"]
- Attribute "visibility" "trace" [1]
-
- # define meshes to bake / include in lighting simulation
- ReadArchive "scene_all.rib"
- WorldEnd
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