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Sunflow IBLその2

SunflowでのHDRI画像取り扱いとして、魚眼レンズのように円形に収まっている画像イメージは不向き。球体での映り込みは、北極部分が黒くなってしまう。四角いままが良いようです。
ibltest2.jpg

image {
resolution 640 480
aa 1 1
samples 4
filter gaussian
}

gi {
type ambocc
bright { "sRGB nonlinear" 0.8 0.8 0.8 }
dark { "sRGB nonlinear" 0 0 0 }
samples 32
maxdist 3.0
}

%%shader

shader {
name "Yellow"
type diffuse
diff 1 1 0
}

shader {
name "Magenta"
type diffuse
diff 1 0 1
}

shader {
name sfshi.shader
type shiny
diff { "sRGB nonlinear" 0.800 0.800 0.800 }
refl 0.5
}

shader {
name sfmir.shader
type mirror
refl { "sRGB nonlinear" 0.800 0.800 0.800 }
}

shader {
name floor
type diffuse
diff 0.9 0.9 0.9
}


%% camera

camera {
type pinhole
eye 3 -20 5
target 0 0 0
up 0 0 1
fov 25
aspect 1.3333
}


%% light sources

light {
type point
color { "sRGB nonlinear" 1.000 1.000 1.000 }
power 1500.0
p -3 -10 10
}

light {
type ibl
image hdr017.hdr
center 0 -1 0
up 0 0 1
lock true
samples 200
}


%% geometry
object {
shader floor
type plane
p 0 0 -1.0
n 0 0 1
}


object {
shader "Yellow"
type sphere
name sp1
c 0 0 0
r 1.0
}

instance {
name nameOfInstance
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate -2 0 0
}
shader sfshi.shader
}

instance {
name nameOfInstance2
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate -4 0 0
}
shader sfshi.shader
}

instance {
name nameOfInstance3
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate 2 0 0
}
shader sfshi.shader
}

instance {
name nameOfInstance4
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate 4 0 0
}
shader sfshi.shader
}

instance {
name nameOfInstance5
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate -2 8 0
}
shader sfmir.shader
}

instance {
name nameOfInstance6
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate -4 8 0
}
shader sfmir.shader
}

instance {
name nameOfInstance7
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate 2 8 0
}
shader sfmir.shader
}

instance {
name nameOfInstance8
geometry sp1
transform {
rotatex 0
scaleu 1.0
translate 4 8 0
}
shader sfmir.shader
}
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