# mental ray scene file from "Writing mental ray shaders" # http://www.writingshaders.com/scene_catalog.html verbose on link "square.so" $include "square.mi" link "lambert.so" $include "lambert.mi" link "point_light_shadow.so" $include "point_light_shadow.mi" link "hair_geo_4v_texture.so" $include "hair_geo_4v_texture.mi" link "hair_color_texture.so" $include "hair_color_texture.mi" options "opt" object space contrast .1 .1 .1 1 samples -1 2 end options light "light" "point_light_shadow" ( "light_color" 1 1 1 ) origin -1 1.5 1 end light instance "light-inst" "light" end instance material "diffuse" "lambert" ( "diffuse" .95 .95 1, "lights" ["light-inst"] ) end material material "hair_color" "hair_color_texture" () shadow "hair_color_texture" () end material instance "hair-instance" geometry "hair_geo_4v_texture" ( "name" "::hair-1", "v1" -.7 -.1 0, "v2" -.7 .8 0, "v3" .5 .8 0, "v4" .5 -.1 0, "root_radius" 0, "root_color" .1 .1 .6 .7, "tip_radius" .3, "tip_color" .9 .9 .1 .2, "approximation" 30, "degree" 3 ) material "hair_color" end instance camera "cam" output "rgba" "tif" "geometry_11A.tif" focal 1.5 aperture 1 aspect 1 resolution 250 250 end camera instance "camera-instance" "cam" transform 1.0 0.0 0.0 0.0 0.0 0.99980 0.019996 0.0 0.0 -0.019996 0.99980 0.0 0.0 -0.249950 -2.505499 1.0 end instance instance "square-1" geometry "bw_square" () material "diffuse" transform 0.010 0.0 0.0 0.0 0.0 -0.0 -1.0 0.0 0.0 0.010 -0.0 0.0 0.0 -0.0 -0.50 1.0 tag 1 globillum on globillum 3 end instance instance "square-2" geometry "bw_square" () material "diffuse" transform 0.010 0.0 0.0 0.0 0.0 0.010 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 12.0 1.0 tag 2 globillum on globillum 3 end instance instgroup "root" "camera-instance" "light-inst" "hair-instance" "square-1" "square-2" end instgroup render "root" "camera-instance" "opt"