scene_all.rib 1.3 KB

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  1. #WorldBegin
  2. AttributeBegin
  3. #Attribute "light" "integer samples" [128]
  4. LightSource "lm_light_occlusion" 2 "float samples" 32 "float maxbright" [0.5]
  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"]
  6. #The athmospheric light, derived from a HDRI map
  7. 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"]
  8. # define meshes to bake / include in lighting simulation
  9. AttributeBegin
  10. Surface "lm_bake" "string bakefile" ["receiver"] "float Ka" [0.5] "float Kd" [0.4] "float Ks" [0.5] "float roughness" [0.1]
  11. Attribute "displacementbound" "sphere" [210]
  12. Displacement "lm_disp" "float offset" [0] "float Km" [0] "string texname" [""]
  13. #Displacement "lm_disp" "float offset" [0] "float Km" [10] "string texname" ["textures/height.tif"]
  14. ReadArchive "include.rib"
  15. AttributeEnd
  16. AttributeBegin
  17. Surface "plastic"
  18. ReadArchive "caster/objects.rib"
  19. AttributeEnd
  20. AttributeEnd
  21. #WorldEnd