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mayaSpliceNode2.ass
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### exported: Tue Jul 02 15:44:32 2013
### from: Arnold 4.0.12.0.test1 windows icc130 oiio1015 rlm944 (build date: Feb 22 2013 14:44:12)
### host app: SItoA 2.6.0 win Softimage 11.0.525.0
options
{
name options
AA_samples 10
error_color_bad_pixel 0 1 0
outputs
"RGBA RGBA sitoa_output_filter Passes.Default_Pass.Main"
xres 1280
yres 720
aspect_ratio 1.00000012
bucket_scanning "spiral"
texture_max_memory_MB 999999
texture_searchpath ""
texture_automip off
texture_autotile 0
camera "Camera.SItoA.1000"
background "Passes.Default_Pass.sky.SItoA.1000.1"
shadows_obey_light_linking on
sss_subpixel_cache on
procedural_searchpath "[FABRIC_SPLICEARNOLD_ROOT]"
shader_searchpath ""
GI_diffuse_depth 1
GI_glossy_depth 1
GI_diffuse_samples 3
declare texture_filter constant INT
texture_filter 3
declare ambience constant RGB
ambience 0 0 0
declare frame constant FLOAT
frame 1
declare fps constant FLOAT
fps 24
}
gaussian_filter
{
name sitoa_output_filter
}
closest_filter
{
name sitoa_closest_filter
}
driver_jpeg
{
name Passes.Default_Pass.Main
filename "test.jpg"
}
persp_camera
{
name Camera.SItoA.1000
fov 53.6380005
matrix
0.702649951 -1.60868541e-009 -0.711535692 0
-0.48007068 0.738095164 -0.474075526 0
0.525181055 0.674696565 0.518622577 0
28.2991581 36.8378105 25.7813835 1
near_clip 0.100000001
far_clip 32768
}
sky
{
name Passes.Default_Pass.sky.SItoA.1000.1
color 0.75999999 1 0.978399992
intensity 1.403999984
opaque_alpha off
}
point_light
{
name Point.SItoA.1000
radius 30
matrix
1 0 0 0
0 1 0 0
0 0 1 0
-12.6470661 17.7053356 10.8591356 1
exposure 8
samples 2
}
point_light
{
name Point1.SItoA.1000
radius 10
matrix
1 0 0 0
0 1 0 0
0 0 1 0
-14.6114626 6.48652124 -14.8924799 1
exposure 4.88700008
samples 2
}
point_light
{
name Point2.SItoA.1000
radius 30
matrix
1 0 0 0
0 1 0 0
0 0 1 0
24.274147 17.7053356 -3.97911882 1
exposure 8
samples 2
}
plane
{
name plane1
shader "standardFloor"
normal 0 1 0
}
procedural
{
name spliceMayaNode2
dso "FabricSpliceArnold"
data "spliceMayaNode2.splice"
load_at_init on
matrix
1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0
shader "adamShader"
declare procedural_shader constant ARRAY NODE
procedural_shader "adamShader"
declare angleA constant FLOAT
angleA 1.6
declare angleB constant FLOAT
angleB 2.42169928551
declare angleC constant FLOAT
angleC 6.28000020981
declare moveA_x constant FLOAT
moveA_x 20.0
declare moveA_y constant FLOAT
moveA_y 0.0
declare moveA_z constant FLOAT
moveA_z 0.0
declare nbSpheres constant INT
nbSpheres 5
declare offsetMat constant MATRIX
offsetMat 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0 0.0 1.0
declare rootMat constant MATRIX
rootMat 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0
declare scaleFactor constant FLOAT
scaleFactor 0.899999976158
declare shells constant INT
shells 36
declare spans constant INT
spans 11
declare spans2 constant INT
spans2 12
declare thickness constant FLOAT
thickness 0.10000000149
}
ambient_occlusion
{
name adamShader
samples 10
}
standard
{
name standardColor
Kd_color 0.986000013 0.084332001 0.1
Ks 1
Ks_color 0.152954996 0.39437443 0.441044986
specular_roughness 0.466904998
aov_emission "Arnold_Emission"
aov_direct_diffuse "Arnold_Direct_Diffuse"
aov_direct_specular "Arnold_Direct_Specular"
aov_indirect_diffuse "Arnold_Indirect_Diffuse"
aov_indirect_specular "Arnold_Indirect_Specular"
aov_reflection "Arnold_Reflection"
aov_refraction "Arnold_Refraction"
aov_sss "Arnold_SSS"
}
standard
{
name standardFloor
Kd 0.0560000017
Ks 1
Ks_color 0.347000003 0.347000003 0.347000003
specular_roughness 0.466904998
aov_emission "Arnold_Emission"
aov_direct_diffuse "Arnold_Direct_Diffuse"
aov_direct_specular "Arnold_Direct_Specular"
aov_indirect_diffuse "Arnold_Indirect_Diffuse"
aov_indirect_specular "Arnold_Indirect_Specular"
aov_reflection "Arnold_Reflection"
aov_refraction "Arnold_Refraction"
aov_sss "Arnold_SSS"
}