image { resolution 200 200 aa 0 1 filter mitchell } % |persp|perspShape camera { type pinhole eye -3 -5 3.8 target 1 0 1.8 up 0 0 1 fov 30 aspect 1 } light { type sunsky %%up 0 1 0 up 0 0 1 east 1 0 0 sundir -11 -5 5 %% turbidity 5 turbidity 2.2 samples 64 } shader { name floor type diffuse diff 1 1 1 } shader { name black_floor type diffuse diff 0 0 0 } % Diffuse shaders %---------------- shader { name dif_midgray type diffuse diff { "sRGB nonlinear" 0.5 0.5 0.5 } } shader { name dif_aluminium type diffuse diff { "sRGB nonlinear" 0.66 0.67 0.71 } } shader { name dif_antique_bronze type diffuse diff { "sRGB nonlinear" 0.44 0.29 0.03 } } shader { name dif_apricot type diffuse diff { "sRGB nonlinear" 0.92 0.68 0.45 } } shader { name dif_aquamarine type diffuse diff { "sRGB nonlinear" 0 0.29 0.26 } } shader { name dif_ash type diffuse diff { "sRGB nonlinear" 0.78 0.76 0.71 } } shader { name dif_asphalt type diffuse diff { "sRGB nonlinear" 0.07 0.04 0.02 } } shader { name dif_brass type diffuse diff { "sRGB nonlinear" 0.71 0.65 0.26 } } shader { name dif_bone type diffuse diff { "sRGB nonlinear" 0.89 0.84 0.69 } } shader { name dif_brick type diffuse diff { "sRGB nonlinear" 0.56 0.14 0.14 } } shader { name dif_dark_ebony type diffuse diff { "sRGB nonlinear" 0.24 0.13 0.02 } } shader { name dif_sand type diffuse diff { "sRGB nonlinear" 0.92 0.91 0.44 } } shader { name dif_slate type diffuse diff { "sRGB nonlinear" 0.42 0.48 0.55 } } shader { name dif_snow type diffuse diff { "sRGB nonlinear" 1 0.96 0.96 } } shader { name dif_gray_steel type diffuse diff { "sRGB nonlinear" 0.13 0.14 0.21 } } shader { name dif_travertine type diffuse diff { "sRGB nonlinear" 0.99 0.99 0.91 } } shader { name dif_white type diffuse diff { "sRGB nonlinear" 1 1 1 } } % Ambient Occlusion shaders %---------------- shader { name aoc_midgray type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 200 dist 2 } shader { name aoc_graywhite type amb-occ2 bright 0.5 0.5 0.5 dark 1 1 1 samples 200 dist 2 } shader { name aoc_whiteblack type amb-occ2 bright 1 1 1 dark 0 0 0 samples 200 dist 2 } shader { name aoc_redblack type amb-occ2 bright 1 0 0 dark 0 0 0 samples 200 dist 2 } shader { name aoc_midgray_samples1 type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 1 dist 2 } shader { name aoc_midgray_samples5 type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 5 dist 2 } shader { name aoc_midgray_samples20 type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 20 dist 2 } shader { name aoc_midgray_dist1 type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 200 dist 1 } shader { name aoc_midgray_dist5 type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 200 dist 5 } shader { name aoc_midgray_dist20 type amb-occ2 bright 0.5 0.5 0.5 dark 0 0 0 samples 200 dist 20 } shader { name aoc_brick type amb-occ2 bright 0.56 0.14 0.14 dark 0.002 0.01 0.01 samples 10 dist 100 } shader { name aoc_ivory type amb-occ2 bright 0.95 1 0.82 dark 0.2 0.3 0.1 samples 500 dist 4 } shader { name aoc_sand type amb-occ2 bright 0.92 0.91 0.44 dark 0.24 0.13 0.02 samples 5 dist 200 } shader { name aoc_snow type amb-occ2 bright 1 0.98 0.98 dark 0.6 0.6 0.8 samples 4 dist 100 } % Shiny shaders %---------------- shader { name shi_midgray type shiny diff 0.5 0.5 0.5 refl 0.5 } shader { name shi_midgray_highshine type shiny diff 0.5 0.5 0.5 refl 1 } shader { name shi_black_highshine type shiny diff 0 0 0 refl 1 } shader { name shi_red_highshine type shiny diff 1 0 0 refl 1 } shader { name shi_midgray_plastic type shiny diff 0.5 0.5 0.5 refl 0.2 } shader { name shi_black_plastic type shiny diff 0 0 0 refl 0.2 } shader { name shi_ivory type shiny diff 0.8 0.8 0.6 refl 0.1 } shader { name shi_gray_steel type shiny diff 0.13 0.14 0.21 refl 0.1 } % Glass shaders %---------------- shader { name gla_midgray type glass eta 1.5 color 0.5 0.5 0.5 } shader { name gla_white type glass eta 1.5 color 1 1 1 } shader { name gla_midgray_waterice type glass eta 1.31 color 0.5 0.5 0.5 } shader { name gla_midgray_water type glass eta 1.332986 color 0.5 0.5 0.5 } shader { name gla_aqua_water type glass eta 1.332986 color 0 1 1 } shader { name gla_aliceblue_water type glass eta 1.332986 color 0.94 0.97 1 } shader { name gla_aquamarine_water type glass eta 1.332986 color 0.47 0.97 1 } shader { name gla_atoll_water type glass eta 1.32 color 0.04 0.44 0.47 } shader { name gla_bordeaux_wine type glass eta 1.35 color 0.31 0 0.08 } shader { name gla_green_bottle type glass eta 1.6 color 0.04 0.21 0.14 } shader { name gla_midgray_teflon type glass eta 1.36 color 0.5 0.5 0.5 } shader { name gla_midgray_acrylic_glass type glass eta 1.491 color 0.5 0.5 0.5 } shader { name gla_midgray_rocksalt type glass eta 1.516 color 0.5 0.5 0.5 } shader { name gla_midgray_polycarbonate type glass eta 1.585 color 0.5 0.5 0.5 } shader { name gla_midgray_polyethylene type glass eta 1.575 color 0.5 0.5 0.5 } shader { name gla_midgray_flint_glass type glass eta 1.61 color 0.5 0.5 0.5 } shader { name gla_midgray_diamond type glass eta 2.419 color 0.5 0.5 0.5 } shader { name gla_midgray_silicon type glass eta 4.01 color 0.5 0.5 0.5 } % Transparent shaders %---------------- shader { name tra_midgray type glass eta 1.001 color 0.5 0.5 0.5 } % Mirror shaders %---------------- shader { name mir_midgray type mirror refl 0.5 0.5 0.5 } shader { name mir_white type mirror refl 1 1 1 } shader { name mir_black type mirror refl 0 0 0 } shader { name mir_bronze type mirror refl 0.247 0.129 0.035 } shader { name mir_antique_bronze type mirror refl 0.44 0.29 0.03 } shader { name mir_copper type mirror refl 0.494 0.227 0.082 } shader { name mir_steel type mirror refl 0.149 0.137 0.207 } shader { name mir_gold type mirror refl 0.992 0.886 0.584 } shader { name mir_old_gold type mirror refl 0.81 0.71 0.23 } shader { name mir_silver type mirror refl 0.674 0.674 0.71 } shader { name mir_chrome type mirror refl 0.9 0.9 0.95 } % Phong shaders %---------------- shader { name pho_midgray type phong diff 0.5 0.5 0.5 spec 0.5 0.5 0.5 5 } shader { name pho_brass type phong diff 0.71 0.65 0.26 spec 0.8 0.45 0.1 40 } shader { name pho_bronze type phong diff 0.247 0.129 0.035 spec 0.247 0.129 0.035 5 } shader { name pho_copper type phong diff 0.494 0.227 0.082 spec 0.6 0.227 0.082 10 } shader { name pho_green_copper type phong diff 0.32 0.51 0.46 spec 0.13 0.2 0.18 10 } shader { name pho_steel type phong diff 0.149 0.137 0.207 spec 0.07 0.07 0.15 20 } shader { name pho_gold type phong diff 0.945 0.509 0 spec 0.792 0.786 0.584 50 } shader { name pho_brushed_gold type phong diff 0.34 0.19 0.03 spec 0.34 0.29 0.01 5 } shader { name pho_silver type phong diff 0.674 0.674 0.71 spec 0.3 0.3 0.35 60 } shader { name pho_blue_chrome type phong diff 0.1 0.1 0.7 spec 0.28 1 1 40 } shader { name pho_gray_steel type phong diff 0.13 0.14 0.21 spec 0.1 0.1 0.15 100 } % Ward shaders %---------------- shader { name war_midgray type ward diff 0.5 0.5 0.5 spec 0.5 0.5 0.5 rough 1 2 } shader { name war_steel type ward diff 0.149 0.137 0.207 spec 0.07 0.07 0.15 rough 0.1 0.1 } shader { name war_polished_steel type ward diff 0.149 0.137 0.207 spec 0.4 0.4 0.45 rough 0.14 0.14 } shader { name war_brushed_aluminium type ward diff 0.228 0.28 0.28 spec 0.4 0.4 0.45 rough 0.3 1 } shader { name war_brass type ward diff 0.71 0.65 0.26 spec 0.21 0.15 0.06 rough 0.1 0.1 } shader { name war_green_copper type ward diff 0.32 0.5 0.46 spec 0.1 0.15 0.11 rough 1 1 } shader { name war_brushed_copper type ward diff 0.494 0.227 0.082 spec 0.6 0.227 0.082 rough 0.2 0.5 } shader { name war_brushed_gold type ward diff 0.34 0.19 0.03 spec 0.44 0.29 0.04 rough 0.2 0.5 } shader { name war_midgray_plastic type ward diff 0.5 0.5 0.5 spec 0.9 0.9 0.9 rough 100 100 } shader { name war_brushed_silver type ward diff 0.674 0.674 0.71 spec 0.8 0.7 0.85 rough 0.2 0.5 } % Constant shaders %---------------- shader { name con_midgray type constant 0.5 0.5 0.5 } % Misc shaders %---------------- shader { name mis_neon_pink type amb-occ2 bright 0.7 0.6 0.6 dark 1 0.97 0.97 samples 200 dist 4 } shader { name mis_neon_blue type amb-occ2 bright 0.6 0.6 0.7 dark 0.97 0.97 1 samples 200 dist 4 } shader { name misc_ivory type shiny diff 1 1 0.85 refl 0.3 } %------------------------------ object { shader floor type plane p 0 0 0 p 4 0 0 p 4 4 0 } object { shader gla_green_bottle transform { rotatex 0 scaleu 0.15 rotatey 0 translate 0 0 0 } type gumbo name gumbo_0 subdivs 5 }