##RenderMan RIB-Structure 1.0 version 3.03 Option "searchpath" "shader" ["&;.;g:/RenderMan/shaders;c:/bmrt2.4/shaders"] ########################################################################### # # This RIB file compares my method of doing skin (using the Lafortune model # fit to measured data) with Matt Pharr's quick semi-empirical hack. # ########################################################################### Display "skin.tif" "file" "rgb" Exposure 1.0 2.2 Format 400 300 -1 PixelSamples 1 1 Option "render" "prmanspecular" [1] Projection "perspective" "fov" 30 Rotate 180 0 1 0 Rotate -80 1 0 0 Translate 0 469.8 -121.0 #Translate 0 469.8 -171.0 WorldBegin #LightSource "ambientlight" 1 "intensity" 0.02 Declare "shadows" "string" AttributeBegin # Need an attribute block to keep whole world from glowing Attribute "light" "nsamples" [4] "shadows" "on" AreaLightSource "arealight" 1 "intensity" 600000.0 # "lightcolor" [1 .9 .8] Patch "bilinear" "P" [200 -300 600 100 -300 600 200 -200 600 100 -200 600] AttributeEnd Illuminate 1 1 # Switch on light outside attribute block so others see it. AttributeBegin # Need an attribute block to keep whole world from glowing Attribute "light" "nsamples" [9] "shadows" "on" AreaLightSource "arealight" 2 "intensity" 2000.0 "lightcolor" [ .9 .9 1] Patch "bilinear" "P" [ -60 120 130 -50 120 130 -60 120 140 -50 120 140] AttributeEnd Illuminate 2 1 # Switch on light outside attribute block so others see it. AttributeBegin Attribute "light" "nsamples" [9] "shadows" "on" AreaLightSource "arealight" 3 "intensity" 2000.0 "lightcolor" [ .9 .9 1] Patch "bilinear" "P" [ 50 120 130 60 120 130 50 120 140 60 120 140] AttributeEnd Illuminate 3 1 # Sky background; adds ambient lighting, but doesn't interact with model AttributeBegin Attribute "radiosity" "emissioncolor" [0.1 0.2 0.3] Attribute "radiosity" "zonal" "zonal_shoots" Attribute "radiosity" "patchsize" 1000 "elemsize" 500 "minsize" 200 Sphere 5000 -1000 5000 360 AttributeEnd Attribute "radiosity" "patchsize" 100 "elemsize" 50 "minsize" 10 # Ground plane AttributeBegin #Attribute "radiosity" "patchsize" 100 "elemsize" 25 "minsize" 5 Color [ .4 .4 .4 ] Surface "matte" Patch "bilinear" "P" [ -1000 -1000 0 1000 -1000 0 -1000 1000 0 1000 1000 0 ] AttributeEnd # Back plane AttributeBegin #Attribute "radiosity" "patchsize" 100 "elemsize" 25 "minsize" 5 Color [ .4 .4 .4 ] Surface "matte" Patch "bilinear" "P" [ -1000 150 -1000 1000 150 -1000 -1000 150 1000 1000 150 1000 ] AttributeEnd AttributeBegin Color [ 0.4233 0.2524 0.2154 ] Translate 70 0 50 Surface "skin" Sphere 50 -50 50 360 AttributeEnd Declare "texturename" "string" # Note: RGB in the coefficients is raw from the camera. The "colormatrix" # is a least-squares fit to make this reproduce the "skin" patches of the # MacBeth ColorChecker well on "Trinitron" phosphors. AttributeBegin Translate -70 0 50 #0.118988 0.089242 0.094385 Color [ 0.42843 0.3013 0.3310 ] Declare "coeff" "float[27]" Declare "colormatrix" "float[9]" Surface "lafortune" "coeff" [ -0.966018 -1.222419 3.524889 -1.016939 -1.462488 3.699932 -1.131747 -1.209182 6.421658 -0.638934 0.437367 4.539742 -0.643533 0.410559 4.266495 -0.546570 0.380123 3.685044 -1.027479 0.573625 43.809866 -1.020153 0.703913 63.919687 -0.998888 0.857998 64.208486 ] "colormatrix" [ 1.063302 0.382044 -0.445346 -0.298125 1.667665 -0.369540 -1.322302 -0.446321 2.768624 ] Sphere 50 -50 50 360 AttributeEnd WorldEnd