ズラリと並べる その2
- NVIDIA Gelato
- by yuichirou yokomakura
- 2009.11.07 Saturday 22:33
参考にしたのはhttp://agata.ciao.jp/graphic/tips/chapter3.html
大変、勉強になります。ありがとうございます。

大変、勉強になります。ありがとうございます。

#box_kaiten2.pyg
from math import *
Output ("box_kaiten2.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 ()
N1=16
J=1
while J<=N1:
PushTransform ()
Attribute ("color C", (0.5*(1+sin(2*pi/N1*J)),0.5, 0.5*(1+cos(2*pi/N1*J))))
Shader ( "surface", "plastic")
Rotate (360/N1*J, 0, 1, 0)
Translate ( 3.2, 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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