DEFINITION /* ALIAS SDL File Version 8.0 */ /* Apparently from wire file '/users/vis/shpungin/user_data/lsuATP/wire/template'. */ version = 8.0; xleft = 0; xright = 639; ylow = 0; yhigh = 479; resolution = 640 480; aalevelmin = 3; aalevelmax = 12; aathreshold = 0.6; post_filter = OFF; post_center = 8; /* Values for a bartlet filter. */ post_adjacent = 1; post_diagonal = 1; composite_rendering = ON; composite_threshold = 0.5; invisible_objects_cast_shadows = OFF; image_format = TIFF; jitter = ON; reduced_samples = OFF; textures_active = ON; clamp_bumpsize = 0.0; up = zaxis; motion_blur_on = OFF; shutter_angle = 144.0; animation = OFF; startframe = 0.0; endframe = 0.0; fields = FALSE; odd = FALSE; even = FALSE; odd_field_first = TRUE; triple Camera_view(0.0, 0.0, 0.0); triple Camera_up(0.0, 0.0, 0.0); subdivision_recursion_limit = 2; grid_cache = 4000; bbox_memory = FULL; rt_voxel_res_type = AUTOMATIC; max_reflections = 10; max_refractions = 10; max_shadow_level = 10; preview_ray_trace = OFF; scalar pixel_aspect ( 1.0 ); hline_to_fill_color = FALSE; hline_fill_color = (255.0, 255.0, 255.0); hline_line_color = (0.0, 255.0, 255.0); hline_isoparam_u = 0; hline_isoparam_v = 0; show_particles = TRUE; simulation_substeps = 1; simulation_frames_per_second = 30; triple Lightview#4(0.0, 0.0, 0.0); triple Lightup#4(0.0, 0.0, 0.0); triple Lightview(0.0, 0.0, 0.0); triple Lightview#12(0.0, 0.0, 0.0); triple Lightup(0.0, 0.0, 0.0); triple Lightup#12(0.0, 0.0, 0.0); triple Lightview#8(0.0, 0.0, 0.0); triple Lightup#8(0.0, 0.0, 0.0); triple Lightview#9(0.0, 0.0, 0.0); triple Lightup#9(0.0, 0.0, 0.0); triple Lightview#10(0.0, 0.0, 0.0); triple Lightup#10(0.0, 0.0, 0.0); triple Lightview#11(0.0, 0.0, 0.0); triple Lightup#11(0.0, 0.0, 0.0); light Light#4 ( model = ambient, active = ON, exclusive = FALSE, light_emission = ON, color = (121.569763, 121.569763, 121.569763), shadow_color = (0.0, 0.0, 0.0), intensity = 1.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 1.0, shadow_samples = 2.0, use_shadow_map = 0.0, ambient_shade = 0.0 ); light outer ( model = spot, active = ON, exclusive = TRUE, light_emission = ON, color = (255.0, 255.0, 255.0), shadow_color = (0.0, 0.0, 0.0), intensity = 50.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 1.0, shadow_samples = 2.0, use_shadow_map = 0.0, dropoff = 0.0, spread = 90.0, penumbra = 0.0, shadow_resolution = 512, shadow_edge_quality = 2, fog_samples = 50, shadow_min_depth = 0.050000, shadow_blend_offset = 1.000000, shine_along = forward(Lightview), up_spot = forward(Lightup), decay = 1.0 ); light outer#2 ( model = point, active = ON, exclusive = TRUE, light_emission = ON, color = (255.0, 255.0, 255.0), shadow_color = (0.0, 0.0, 0.0), intensity = 50.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 1.0, shadow_samples = 2.0, use_shadow_map = 0.0, decay = 1.0 ); light second ( model = directional, active = ON, exclusive = TRUE, light_emission = ON, color = (255.0, 255.0, 255.0), shadow_color = (0.0, 0.0, 0.0), intensity = 3.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 0.0, shadow_samples = 2.0, use_shadow_map = 0.0, direction = (0.000000, 0.000000, 1.000000) ); light third ( model = directional, active = ON, exclusive = TRUE, light_emission = ON, color = (255.0, 255.0, 255.0), shadow_color = (0.0, 0.0, 0.0), intensity = 3.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 0.0, shadow_samples = 2.0, use_shadow_map = 0.0, direction = (0.000000, 0.000000, 1.000000) ); light inner ( model = directional, active = ON, exclusive = TRUE, light_emission = ON, color = (255.0, 255.0, 255.0), shadow_color = (0.0, 0.0, 0.0), intensity = 3.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 0.0, shadow_samples = 2.0, use_shadow_map = 0.0, direction = (0.000000, 0.000000, 1.000000) ); light right_side ( model = directional, active = ON, exclusive = TRUE, light_emission = ON, color = (255.0, 255.0, 255.0), shadow_color = (0.0, 0.0, 0.0), intensity = 3.0, force_type = OFF, force_intensity = 1.0, warp = OFF, glow_type = OFF, halo_type = OFF, fog_type = OFF, flare = OFF, psys_emission = OFF, shadow = FALSE, soft_shadows = FALSE, light_radius = 0.0, shadow_samples = 2.0, use_shadow_map = 0.0, direction = (0.000000, 0.000000, 1.000000) ); shader second_shell ( model = blinn, diffuse = 0.511628, specular = (0.186047, 0.186047, 0.186047), specular_rolloff = 0.0, eccentricity = 0.09293, reflectivity = 1.0, reflect_background = OFF, color = (210.523254, 210.523254, 0.0), incandescence = (0.0, 0.0, 0.0), transparency = (183.837204, 183.837204, 183.837204), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, matte_fraction = 0.0, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.0, reflection_limit = 0, refraction_limit = 10, shadow_level_limit = -1, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 50.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); shader outer_shell ( model = blinn, diffuse = 0.523256, specular = (0.010817, 0.010817, 0.05814), specular_rolloff = 0.05814, eccentricity = 0.441419, reflectivity = 0.0, reflect_background = OFF, color = (18.096378, 36.681847, 94.88372), incandescence = (0.0, 0.0, 0.0), transparency = (255.0, 255.0, 255.0), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, matte_fraction = 0.0, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.0, reflection_limit = 0, refraction_limit = 10, shadow_level_limit = 5, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 50.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); shader third_shell ( model = blinn, diffuse = 0.523256, specular = (0.127907, 0.125919, 0.125919), specular_rolloff = 0.139535, eccentricity = 0.302023, reflectivity = 1.0, reflect_background = OFF, color = (255.0, 15.039117, 0.0), incandescence = (0.0, 0.0, 0.0), transparency = (222.383728, 222.383728, 222.383728), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, matte_fraction = 0.0, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.0, reflection_limit = 0, refraction_limit = 10, shadow_level_limit = 5, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 50.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); shader inner_shell ( model = blinn, diffuse = 0.569767, specular = (0.108167, 0.372093, 0.108167), specular_rolloff = 0.0, eccentricity = 0.511116, reflectivity = 1.0, reflect_background = OFF, color = (0.0, 38.546513, 0.0), incandescence = (0.0, 14.825582, 0.0), transparency = (0.0, 0.0, 0.0), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, matte_fraction = 0.0, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.0, reflection_limit = 1, refraction_limit = 10, shadow_level_limit = 10, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 0.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); shader outer_aux ( model = blinn, diffuse = 0.511628, specular = (0.162791, 0.162791, 0.162791), specular_rolloff = 0.011628, eccentricity = 0.127779, reflectivity = 0.5, reflect_background = OFF, color = (0.0, 0.0, 0.0), incandescence = (0.0, 0.0, 0.0), transparency = (255.0, 255.0, 255.0), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, matte_fraction = 0.0, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.0, reflection_limit = 0, refraction_limit = 10, shadow_level_limit = -1, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 50.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); shader DefaultShader ( model = blinn, diffuse = 1.0, specular = (0.53886, 0.504658, 0.404145), specular_rolloff = 0.0, eccentricity = 0.45, reflectivity = 0.5, reflect_background = OFF, color = (151.15979, 148.769287, 164.304123), incandescence = (0.0, 0.0, 0.0), transparency = (0.0, 0.0, 0.0), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, matte_fraction = 0.0, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.6, reflection_limit = 1, refraction_limit = 6, shadow_level_limit = 0, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 0.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); polyset shell_1 ( active = ON, light_list = (inner), motion_blur = ON, smooth = ON, doublesided = ON, opposite = OFF, shader = (inner_shell ), casts_shadow = TRUE, #include "shell_1.sdl" ); /* end of polyset 'shell_1' */ polyset shell_4 ( active = ON, light_list = (outer, outer#2, right_side), motion_blur = ON, smooth = ON, doublesided = ON, opposite = OFF, shader = (outer_aux, outer_shell ), casts_shadow = TRUE, #include "shell_4.sdl" ); /* end of polyset 'shell_4' */ polyset shell_3 ( active = ON, light_list = (third), motion_blur = ON, smooth = ON, doublesided = ON, opposite = OFF, shader = (third_shell ), casts_shadow = TRUE, #include "shell_3.sdl" ); /* end of polyset 'shell_3' */ polyset shell_2 ( active = ON, light_list = (second), motion_blur = ON, smooth = ON, doublesided = ON, opposite = OFF, shader = (second_shell ), casts_shadow = TRUE, #include "shell_2.sdl" ); /* end of polyset 'shell_2' */ ENVIRONMENT background ( color = (0.0, 0.0, 0.0) ); shader_glow ( , glow_type = LINEAR_GLOW, halo_type = LINEAR_GLOW, auto_exposure = ON, quality = 0.5, threshold = 0.0, glow_color = (100.0, 100.0, 100.0), glow_intensity = 1.0, glow_spread = 0.05, glow_eccentricity = 0.1, glow_radial_noise = 0.0, glow_star_level = 0.0, glow_opacity = 0.0, halo_color = (100.0, 100.0, 100.0), halo_intensity = 1.0, halo_spread = 0.3, halo_eccentricity = 0.1, halo_radial_noise = 0.0, halo_star_level = 0.0, halo_lens_flare = 0.0, rotation = 0.0, radial_noise_frequency = 0.5, star_points = 4.0 ); photo_effects ( , film_grain = 0.0, filter = (255.0, 255.0, 255.0) ); master_light ( , intensity = 1.0, light_color = (255.0, 255.0, 255.0) ); dynamics ( , gravity = 1.0, air_density = 0.05, Floor = ON, floor_offset = 0.0, ceiling = OFF, ceiling_offset = 20.0, left = OFF, left_offset = -10.0, right = OFF, right_offset = 10.0, front = OFF, front_offset = -10.0, back = OFF, back_offset = 10.0, wall_friction = 0.0, wall_elasticity = 0.707, turbulence_intensity = 0.0, turbulence_spread = 0.5, turbulence_persistence = 5.0, turbulence_animated = ON, turbulence_space_resolution = 16, turbulence_time_resolution = 16, turbulence_roughness = 0.5, turbulence_variability = 0.5, turbulence_granularity = 0.0 ); MODEL /* Only expression assignments should appear above this line and below the MODEL directive. */ /* Placing any other commands in the above section will produce incorrect expression behaviour. */ { instance shell_1(); } { instance shell_4(); } { instance shell_3(); } { instance shell_2(); } { { inst Light#4(); } { trn(-2.0, 0.0, -2.0); Lightview#4 = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#4 = current_position(( 0.0, 0.0, 0.0)); } } { trn(1.059228, 19.208612, 3.035834); rot (zaxis, -2.7); rot (yaxis, 57.2); rot (xaxis, -1.4); scale (0.512255, 5.898558, 1.00049); { trn(0.86608, -21.086666, -3.677868); inst outer(); } { trn(11.561644, 9.473047, -5.673351); rot (xaxis, 47.8); inst outer#2(); } { trn(-0.725238, 1.331, -1.591376); Lightview = current_position(( 0.0, 0.0, 0.0)); } { trn(-2.0, 0.0, -2.0); Lightview#12 = current_position(( 0.0, 0.0, 0.0)); } { trn(3.20864, 3.624853, 9.689706); Lightup = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#12 = current_position(( 0.0, 0.0, 0.0)); } } { trn(0.0, -11.184522, 3.035834); rot (zaxis, -3.4); rot (xaxis, 72.1); { trn(2.191444, -11.337216, 35.100695); rot (xaxis, 13.0); inst second(); } { trn(-2.0, 0.0, -2.0); Lightview#8 = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#8 = current_position(( 0.0, 0.0, 0.0)); } } { trn(0.0, -11.184522, 3.035834); rot (zaxis, -3.4); rot (xaxis, 72.1); { trn(2.191444, -11.337216, 35.100695); rot (xaxis, 11.1); inst third(); } { trn(-2.0, 0.0, -2.0); Lightview#9 = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#9 = current_position(( 0.0, 0.0, 0.0)); } } { trn(0.0, -11.184522, 3.035834); rot (zaxis, -3.4); rot (xaxis, 72.1); { trn(2.183824, -11.297795, 34.978646); rot (zaxis, 6.0); rot (yaxis, 2.6); rot (xaxis, 12.1); inst inner(); } { trn(-2.0, 0.0, -2.0); Lightview#10 = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#10 = current_position(( 0.0, 0.0, 0.0)); } } { trn(0.0, -11.184522, 3.035834); rot (zaxis, -3.4); rot (xaxis, 72.1); { trn(63.603756, 1.153545, -3.571445); rot (yaxis, 86.2); rot (xaxis, -7.1); inst right_side(); } { trn(-2.0, 0.0, -2.0); Lightview#11 = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#11 = current_position(( 0.0, 0.0, 0.0)); } } { { trn(0.0,-150.0, 0.0); camera ( perspective = TRUE, eye = ( 0.0, 0.0, 0.0), active = ON, pix = "pix/output.tiff", view = Camera_view, up = Camera_up, aov = 55.0, filmaperture_x = 0.4, filmaperture_y = 0.285, filmoffset_x = 0.0, filmoffset_y = 0.0, placement_fit_code = 0, placement_shift = 0.0, aspect = pixel_aspect, aspect_ratio_pixel = pixel_aspect, near = 0.1, far = 200.0, depth_of_field = 0.0, scaling_factor = 1.0, f_stop = 3.5, focal_distance = 12.0, auto_focus = OFF, motion_blur = 0.0 ); } { trn(0.0, -1.0, 0.0); Camera_view = current_position( (0, 0, 0) ); } { trn( 0.0, 0.0, 1.0); Camera_up = current_position( (0, 0, 0) ); } }