######################################################################### # fig12.11.rib - RIB to create Figure 12.11 of: # # _Advanced RenderMan: Creating CGI for Motion Picture_, # by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann, 1999. # # This file demostrates the oakplank shader. # The lights in this file assume ray tracing -- either BMRT or # frankenrender will work, but plain PRMan will not have shadows unless # you make your own shadow map and modify the file to use it. Sorry. ######################################################################### ##RenderMan RIB-Structure 1.0 version 3.03 Format 640 480 1 #Format 1024 768 1 PixelSamples 2 2 Display "fig12.11.tif" "framebuffer" "rgb" Projection "perspective" "fov" [18] ShadingRate 1 Option "searchpath" "shader" [".:../shaders:&"] ##CameraOrientation 2 20 5 0 0 0 -0.0240204 -0.240204 0.970425 ConcatTransform [0.995037 -0.0240204 -0.0965609 0 -0.0995037 -0.240204 -0.965609 0 3.56147e-10 0.970425 -0.241402 0 0 0 0 1] Translate -2 -20 -5 WorldBegin TransformBegin # Ambient light LightSource "ambientlight" 1 "intensity" [0.01] Illuminate 1 1 # Key light AttributeBegin Translate 80 120 200 Declare "nsamples" "integer" Attribute "light" "nsamples" [16] AreaLightSource "uberlight" 2 "string lighttype" ["omni"] "intensity" [2] "lightcolor" [1 .95 .85] "float falloff" [0] "float raytraceshadow" [1] "color shadowcolor" [.1 .15 .2] Surface "constant" Attribute "render" "casts_shadows" ["none"] Disk 0 30 -360 AttributeEnd Illuminate 2 1 # Fill light AttributeBegin Translate -50 50 80 Declare "lighttype" "string" LightSource "uberlight" 3 "lighttype" ["omni"] "intensity" [0.1] "float nonspecular" [1] "lightcolor" [.9 .9 1] AttributeEnd Illuminate 3 1 # Bounce light AttributeBegin Translate 0 20 -100 LightSource "uberlight" 5 "string lighttype" ["omni"] "intensity" [0.05] "float nonspecular" [1] AttributeEnd Illuminate 5 1 TransformEnd AttributeBegin Attribute "identifier" "name" ["Floor"] Attribute "render" "casts_shadows" ["none"] TransformBegin Scale .5 .5 .5 Attribute "displacementbound" "sphere" [.02] "coordinatesystem" ["shader"] Surface "oakplank" "float varylum" [1] "float divotdepth" [0.01] TransformEnd Scale 1.5 1.5 1.5 Patch "bilinear" "P" [-10 -10 0 10 -10 0 -10 10 0 10 10 0] AttributeEnd AttributeBegin Surface "plastic" Color [ .75 .75 .75 ] Rotate 20 0 0 1 ReadArchive "teapot.rib" AttributeEnd WorldEnd