##RenderMan RIB-Structure 1.0 version 3.03 ########################################################################### # # This RIB file demonstrates some more complex procedural textures. # Two spheres show the use of "stucco" and "dented" displacement shaders. # The floor shows the gmarbtile_polish shader, which is polised green # marble tiles. Note that the reflection is accomplished by the shader # actually calling the trace() function, rather than reflection mapping. # ########################################################################### Option "searchpath" "shader" [".:../shaders:&"] Display "balls2.tif" "file" "rgb" Format 400 300 -1 PixelSamples 1 1 Declare "prmanspecular" "integer" Option "render" "prmanspecular" [0] Projection "perspective" "fov" 35 Translate 0 -0.55 8 Rotate -110 1 0 0 WorldBegin LightSource "ambientlight" 1 "intensity" 0.02 Declare "shadows" "string" Attribute "light" "shadows" "on" LightSource "distantlight" 1 "from" [0 1.5 4] "to" [0 0 0] "intensity" 0.6 AttributeBegin Declare "txtscale" "float" Declare "Kr" "float" Declare "darkcolor" "color" Declare "lightcolor" "color" Declare "veincolor" "color" Surface "gmarbtile_polish" "Ka" 1 "txtscale" 0.5 "Kr" .25 "Kd" 0.3 "Ks" 0.2 "roughness" 0.02 Patch "bilinear" "P" [ -5 -5 0 5 -5 0 -5 5 0 5 5 0 ] AttributeEnd AttributeBegin Color [ .6 .6 .6 ] Translate -1.5 0 1 Surface "matte" Declare "frequency" "float" Declare "Km" "float" Displacement "stucco" "frequency" 20 "Km" 0.3 Sphere 1 -1 1 360 AttributeEnd AttributeBegin Translate 1.5 0 1 Color 1 .45 .05 Declare "Kr" "float" Declare "Km" "float" Surface "shiny" "Kd" 0 "Kr" 0.25 "roughness" 0.15 "specularcolor" [1 .5 .06] Displacement "dented" "Km" 0.5 Sphere 1 -1 1 360 AttributeEnd WorldEnd