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Copy pathsample_output.xml
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85 lines (70 loc) · 2.69 KB
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<?xml version="1.0" encoding="UTF-8"?>
<!-- Sample Cycles XML output from SU2CYCLES exporter -->
<!-- This is what a simple cube with one material should produce -->
<!-- Based on Blender Cycles cycles_xml.cpp parser format -->
<cycles>
<!-- Integrator Settings -->
<integrator method="path" max_bounce="8" />
<!-- Film Settings -->
<film exposure="1.0" />
<!-- Camera with transform -->
<transform translate="0 -5 2" rotate="70 1 0 0">
<camera width="1920" height="1080" type="perspective" fov="0.785398" />
</transform>
<!-- Background Shader -->
<background>
<background_shader name="bg" strength="1.0" color="0.8 0.8 0.8" />
<connect from="bg background" to="output surface" />
</background>
<!-- Shader: Default_Material -->
<shader name="Default_Material">
<diffuse_bsdf name="diffuse" color="0.8 0.8 0.8" />
<connect from="diffuse bsdf" to="output surface" />
</shader>
<!-- Shader: Red_Material -->
<shader name="Red_Material">
<diffuse_bsdf name="diffuse" color="0.8 0.1 0.1" />
<connect from="diffuse bsdf" to="output surface" />
</shader>
<!-- Shader: Glass_Material (with transparency) -->
<shader name="Glass_Material">
<diffuse_bsdf name="diffuse" color="0.9 0.95 1.0" />
<transparent_bsdf name="transparent" />
<mix_closure name="mix" fac="0.5" />
<connect from="diffuse bsdf" to="mix closure1" />
<connect from="transparent bsdf" to="mix closure2" />
<connect from="mix closure" to="output surface" />
</shader>
<!-- Shader: Textured_Material -->
<shader name="Textured_Material">
<image_texture name="tex" filename="TX_MyModel/wood_texture.jpg" />
<diffuse_bsdf name="diffuse" />
<connect from="tex color" to="diffuse color" />
<connect from="diffuse bsdf" to="output surface" />
</shader>
<!-- Mesh: Default_Material (simple cube - 12 triangles) -->
<state shader="Default_Material" interpolation="smooth">
<mesh P="0 0 0 1 0 0 1 1 0 0 1 0 0 0 1 1 0 1 1 1 1 0 1 1"
nverts="3 3 3 3 3 3 3 3 3 3 3 3"
verts="0 1 2 0 2 3 4 6 5 4 7 6 0 4 5 0 5 1 2 6 7 2 7 3 0 3 7 0 7 4 1 5 6 1 6 2"
UV="0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1" />
</state>
<!-- Point Light: Pointlight -->
<shader name="Pointlight_emission">
<emission name="emission" color="1.0 1.0 1.0" strength="5.0" />
<connect from="emission emission" to="output surface" />
</shader>
<state shader="Pointlight_emission">
<light type="point" co="2 2 3" />
</state>
<!-- Spot Light: Spotlight -->
<shader name="Spotlight_emission">
<emission name="emission" color="1.0 0.95 0.9" strength="10.0" />
<connect from="emission emission" to="output surface" />
</shader>
<state shader="Spotlight_emission">
<light type="spot" co="3 -2 4"
dir="-0.5 0.3 -0.81"
spot_angle="0.785398" spot_smooth="0.15" />
</state>
</cycles>