IndentationError: unindent does not match any outer indentation level
調べてみると・・・
インデントがきちんとしていると思っていたら、矢印キーでうろうろしてみると、2ヶ所、タブになっているところがありました。
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日々3DCGの世界は進歩しているけど、勉強して理解したことをまとめていきたい。RenderMan互換レンダラーやグローバル・イルミネーション。いろんなことに好奇心を持ち面白くなってくる。目指せShader書き!!
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#box1.pyg
Output ("box02.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("string projection", "perspective")
Attribute ("float fov", 20)
Attribute ("int[2] resolution", (640, 480))
#placecam 10 5 -10 0 0 0
Rotate (-19.47, 1.00, 0.00, 0.00)
Rotate (45.00, 0.00, 1.00, 0.00)
Translate (-10.00, -5.00, 10.00)
Attribute ("string geometryset", "+shadows")
World ()
Light ("light1", "pointlight", "float intensity", 350, "point from", (-10, 10, -10),"string shadowname", "shadows")
Light ("light2", "pointlight", "float intensity", 350, "point from", (10, 10, -10),"string shadowname", "shadows")
mypos=-3
while mypos<=3:
PushTransform ()
Attribute ("color C", (1, 1, 0))
Shader ("surface", "plastic")
Translate ( 0, 0.5, mypos)
Input ("BoxGeom.rib")
PopTransform ()
mypos+=1.3
Attribute ("color C", (1, 1, 1))
Rotate (90.00, 1.00, 0.00, 0.00)
Shader ("surface", "plastic")
Input("PlaneGeom.rib")
Render()
#sphere3.pyg
Output ("sphere03.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 10)
Attribute ("int[2] resolution", (640, 480))
#placecam -20 15 0 0 0 0
Rotate (-36.87, 1.00, 0.00, 0.00)
Rotate (-90.00, 0.00, 1.00, 0.00)
Translate (20.00, -15.00, 0.00)
Attribute ("string geometryset", "+shadows")
World ()
#Light ("light1", "pointlight", "float intensity", 4000, "point from", (-20, 50, -20),"string shadowname", "shadows")
Light ("light1", "spotlight", "string shadowname", "shadows", "point from", (-20, 50, -20), "point to", (0, 0, 0), "float intensity", 6000, "float coneangle", 90,"float shadowblur",0.01,"float shadowsamples", 4,"float shadowbias",0.1)
PushTransform ()
Attribute ("color C", (0, 0, 1))
Shader ("surface", "plastic")
Translate ( 0, 0.5, 0)
Sphere (1, -1, 1, 360)
PopTransform ()
Attribute ("color C", (1, 1, 1))
Shader ("surface", "plastic")
Rotate (90.00, 1.00, 0.00, 0.00)
Input("PlaneGeom.rib")
Render()
#sphere32.pyg
Output ("sphere32.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 13)
Attribute ("int[2] resolution", (640, 480))
#placecam -20 15 0 0 0 0
Rotate (-36.87, 1.00, 0.00, 0.00)
Rotate (-90.00, 0.00, 1.00, 0.00)
Translate (20.00, -15.00, 0.00)
Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")
World ()
PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()
Light ("light1", "spotlight", "string shadowname", "shadows", "point from", (-20, 50, -20), "point to",
(0, 0, 0), "float intensity", 6000, "float coneangle", 90,"float shadowblur",0.01,"float shadowsamples", 4,"float shadowbias",0.1)
PushTransform ()
Attribute ("color C", (1, 1, 0.25)) #yellow
Shader ("surface", "metal", "string envname", "reflection",
"float Kd", 0.05, "float roughness", 0.1, "float Kr", 0.75,
"float Ka", 0.5,
# "float samples", 4, "float blur", 0.05,
"float twosided", 1
)
Translate ( 0, 1, 0)
Sphere (1, -1, 1, 360)
PopTransform ()
PushTransform ()
Attribute ("color C", (0.25, 0.25, 1)) #blue
Shader ("surface", "metal", "string envname", "reflection",
"float Kd", 0.05, "float roughness", 0.1, "float Kr", 0.75,
"float Ka", 0.5,
"float samples", 4, "float blur", 0.1,
"float twosided", 1
)
Translate ( 0, 1, 2.5)
Sphere (1, -1, 1, 360)
PopTransform ()
PushTransform ()
Attribute ("color C", (1, 0.25, 0.25)) #red
Shader ("surface", "metal", "string envname", "reflection",
"float Kd", 0.05, "float roughness", 0.1, "float Kr", 0.75,
"float Ka", 0.5,
# "float samples", 4, "float blur", 0.1,
"float twosided", 1
)
Translate ( 0, 1, -2.5)
Sphere (1, -1, 1, 360)
PopTransform ()
Attribute ("color C", (1, 1, 1))
Shader ("surface", "plastic")
Rotate (90.00, 1.00, 0.00, 0.00)
Input("PlaneGeom.rib")
Render()
#sphere32ao.pyg
Attribute ("int ray:maxdepth", 1)
Output ("sphere32ao.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 13)
Attribute ("int[2] resolution", (640, 480))
#placecam -20 15 0 0 0 0
Rotate (-36.87, 1.00, 0.00, 0.00)
Rotate (-90.00, 0.00, 1.00, 0.00)
Translate (20.00, -15.00, 0.00)
Attribute ("string occlusion:spatialdb", "occ.sdb");
Attribute ("string spatialdb:write", "occ.sdb");
World ()
Shader ("surface", "ambocclude", "string occlusionname", "localocclusion", "float samples", 256, "float bias", 0.01)
Attribute ("string geometryset", "+localocclusion")
Attribute ("float occlusion:maxpixeldist", 20)
Attribute ("float occlusion:maxerror", 0.25)
PushTransform ()
Attribute ("color C", (1, 1, 0.25)) #yellow
Translate ( 0, 1, 0)
Sphere (1, -1, 1, 360)
PopTransform ()
PushTransform ()
Attribute ("color C", (0.25, 0.25, 1)) #blue
Translate ( 0, 1, 2.5)
Sphere (1, -1, 1, 360)
PopTransform ()
PushTransform ()
Attribute ("color C", (1, 0.25, 0.25)) #red
Translate ( 0, 1, -2.5)
Sphere (1, -1, 1, 360)
PopTransform ()
Attribute ("color C", (1, 1, 1))
Rotate (90.00, 1.00, 0.00, 0.00)
Input("PlaneGeom.rib")
Render()
#box_check.pyg
Output ("box_check.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",1.2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 20)
Attribute ("int[2] resolution", (640, 480))
#placecam 10 5 -10 0 0 0
Rotate (-19.47, 1.00, 0.00, 0.00)
Rotate (45.00, 0.00, 1.00, 0.00)
Translate (-10.00, -5.00, 10.00)
#Attribute ( "int ray:shadows", 0 )
Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")
World ()
Light ("light1", "pointlight", "float intensity", 400, "point from", (-10, 10, -10),"string shadowname", "shadows")
Light ("light2", "pointlight", "float intensity", 400, "point from", (10, 10, -10),"string shadowname", "shadows")
PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()
for i in range(5):
PushTransform ()
Attribute ("color C", (1, 1, 1))
Shader ( "surface", "metal","string envname","reflection" )
#Shader ("surface", "plastic")
i=1.2*i
Translate ( 0, 0.5, i-2)
Input ("BoxGeom.rib")
PopTransform ()
Attribute ("color C", (1, 1, 1))
Rotate (90.00, 1.00, 0.00, 0.00)
ShaderGroupBegin ()
Shader ("surface", "checker","layer1","float stilesize", .1, "float ttilesize", .1)
Shader ("surface", "plastic", "layer2")
ConnectShaders ("layer1", "Cout", "layer2", "C")
ShaderGroupEnd ()
Input("PlaneGeom.rib")
Render()
#sphere_check.pyg
Output ("sphere_check.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("string projection", "perspective")
Attribute ("float fov", 45)
Attribute ("int[2] resolution", (640, 480))
Light ("light1", "ambientlight", "float intensity", 0.1)
Light ("light2", "distantlight", "point from", (1, 1, -1), "point to", (0, 0, 0)
, "float intensity", 1.5)
Rotate (-10.14, 1, 0, 0)
Rotate (26.57, 0, 1, 0)
Translate (-5, -2, 10)
World ()
ShaderGroupBegin ()
Attribute ("color C", (1, 1, 0))
Shader ("surface", "checker", "checklayer","float stilesize",0.1,"float ttilesize",0.1,"color color2", ( 0, 0, 1 ))
Shader ("surface", "plastic", "plasticlayer")
ConnectShaders ("checklayer", "Cout", "plasticlayer", "C")
ConnectShaders ("checklayer", "fout", "plasticlayer", "Ks")
ShaderGroupEnd ()
Rotate (90, 1, 0, 0)
Sphere (3, -3, 3, 360)
Render()
#box_kaiten.pyg
Output ("box_kaiten.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",1.2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 20)
Attribute ("int[2] resolution", (640, 480))
#placecam 10 5 -10 0 0 0
Rotate (-19.47, 1.00, 0.00, 0.00)
Rotate (45.00, 0.00, 1.00, 0.00)
Translate (-10.00, -5.00, 10.00)
Attribute ( "int ray:shadows", 1 )
Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")
World ()
Light ("light1", "pointlight", "float intensity", 400, "point from", (-10, 10, -10),"string shadowname", "shadows")
Light ("light2", "pointlight", "float intensity", 400, "point from", (10, 10, -10),"string shadowname", "shadows")
PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()
J=1
while J<=8:
PushTransform ()
Attribute ("color C", (1, 1, 1))
Shader ( "surface", "metal","string envname","reflection" )
Rotate (360/8.0*J, 0, 1, 0)
Translate ( 2.5, 0.5, 0)
Input ("BoxGeom.rib")
PopTransform ()
J+=1
Attribute ("color C", (1, 1, 1))
Rotate (90.00, 1.00, 0.00, 0.00)
ShaderGroupBegin ()
Shader ("surface", "checker","layer1","float stilesize", .1, "float ttilesize", .1)
Shader ("surface", "shinyplastic","layer2")
ConnectShaders ("layer1", "Cout", "layer2", "C")
ShaderGroupEnd ()
Input("PlaneGeom.rib")
Render()
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