psychopath/example_scenes/cube.psy
Nathan Vegdahl 56b5267b7a Fixed incorrect rendering angle.
The problem was in how the camera rays were generated.
2016-05-28 13:05:16 -07:00

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Scene $Scene_fr1 {
Output {
Path ["cube.ppm"]
}
RenderSettings {
Resolution [960 540]
SamplesPerPixel [16]
Seed [1]
}
Camera {
Fov [49.134342]
FocalDistance [9.559999]
ApertureRadius [0.250000]
Transform [0.685881 0.727634 -0.010817 0.000000 -0.317370 0.312469 0.895343 0.000000 -0.654862 0.610666 -0.445245 0.000000 7.481132 -6.507640 5.343665 1.000000]
}
World {
BackgroundShader {
Type [Color]
Color [0.050876 0.050876 0.050876]
}
}
Assembly {
SurfaceShader $Material {
Type [Lambert]
Color [0.800000 0.800000 0.800000]
}
MeshSurface $__Plane_ {
Vertices [-1.000000 -1.000000 0.000000 1.000000 -1.000000 0.000000 -1.000000 1.000000 0.000000 1.000000 1.000000 0.000000]
FaceVertCounts [4 ]
FaceVertIndices [0 1 3 2 ]
}
Instance {
Data [$__Plane_]
Transform [0.078868 -0.000000 0.000000 -0.000000 -0.000000 0.078868 -0.000000 0.000000 0.000000 -0.000000 0.078868 -0.000000 -0.000000 0.000000 -0.000000 1.000000]
}
MeshSurface $__Cube_ {
Vertices [1.000000 1.000000 -1.000000 1.000000 -1.000000 -1.000000 -1.000000 -1.000000 -1.000000 -1.000000 1.000000 -1.000000 1.000000 0.999999 1.000000 0.999999 -1.000001 1.000000 -1.000000 -1.000000 1.000000 -1.000000 1.000000 1.000000 ]
FaceVertCounts [4 4 4 4 4 4 ]
FaceVertIndices [0 1 2 3 4 7 6 5 0 4 5 1 1 5 6 2 2 6 7 3 4 0 3 7 ]
}
Instance {
Data [$__Cube_]
SurfaceShaderBind [$Material]
Transform [1.000000 -0.000000 0.000000 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 -0.000000 1.000000 -0.000000 -0.000000 0.000000 -1.000000 1.000000]
}
#SphereLight $__Lamp {
# Color [50.000000 50.000000 50.000000]
# Radius [0.100000]
#}
#Instance {
# Data [$__Lamp]
# Transform [0.019856 -0.060763 0.000000 -0.000000 0.015191 0.079422 -0.000000 0.000000 0.000000 -0.000000 1.000000 -0.000000 -0.026851 -0.125233 -4.432303 1.000000]
#}
}
}