#nishimura_pov.pyg
from math import *
Output ("nishimura_pov.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", 80)
Attribute ("int[2] resolution", (640, 480))
#placecam 0 6 -9 0 0 0
Rotate (-33.69, 1.00, 0.00, 0.00)
Translate (0.00, -6.00, 9.00)
Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")
World ()
Light ( "light0", "ambientlight", "float intensity", 0.2 )
Light ("light1", "pointlight", "float intensity", 1400, "point from", (-20, 20, -20),"string shadowname", "shadows")
PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()
PushTransform ()
Attribute ("color C", (1, 1, 1))
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
)
Sphere (2, -2, 2, 360)
PopTransform ()
T = -360
while (T <= 360):
PushTransform ()
Attribute ("color C", (0.001*T, 1-0.001*T, 0.8))
Shader ("surface", "plastic")
Rotate (T,0,1,0)
Translate (3.5,0.01*T,0)
Scale (1,0.5,3.5)
Input ("BoxGeom.rib")
PopTransform ()
T = T + 45
Translate (0, -5, 0)
Rotate (90.00, 1.00, 0.00, 0.00)
Scale (10,10,10)
ShaderGroupBegin ()
Attribute ("color C", (1, 1, 1))
Shader ("surface", "checker", "checklayer","float stilesize",0.01,"float ttilesize",0.01,"color color2", ( 0.6, 0.6, 1.0 ))
Shader ("surface", "plastic", "plasticlayer")
ConnectShaders ("checklayer", "Cout", "plasticlayer", "C")
ConnectShaders ("checklayer", "fout", "plasticlayer", "Ks")
ShaderGroupEnd ()
Input("PlaneGeom.rib")
Render()