DEFINITION /* ALIAS SDL File Version 8.2 */ /* Apparently from wire file '/remote/user7/users/westin/user_data/demo/wire/cushion-02'. */ version = 8.2; xleft = 0; xright = 644; ylow = 0; yhigh = 485; resolution = 645 486; aalevelmin = 0; aalevelmax = 4; aathreshold = 0.7; post_filter = OFF; post_center = 8; /* Values for a bartlet filter. */ post_adjacent = 1; post_diagonal = 1; composite_rendering = OFF; gamma_correction = 0.4500000; 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; xform SkyTexture_tform; xform SkyTexture#4_tform; xform SkyTexture#2_tform; xform SkyTexture#3_tform; triple Lightview#2(0.0, 0.0, 0.0); triple Lightup#2(0.0, 0.0, 0.0); triple Lightview(0.0, 0.0, 0.0); triple Lightup(0.0, 0.0, 0.0); light Light#2 ( model = directional, active = ON, exclusive = FALSE, light_emission = ON, color = (255.0, 255.0, 255.0), 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, direction = (0.000000, 0.000000, -1.000000) ); light Light ( model = ambient, active = ON, exclusive = FALSE, light_emission = ON, color = (100.0, 100.0, 100.0), 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 = 0.5 ); texture Fractal#36 ( procedure = Fractal, active = ON, amplitude = 1.0, threshold = 0.0, ratio = 0.707, level_min = 0.0, level_max = 9.0, animated = OFF, time = 0.0, amult = 1.0, aoffset = 0.0, blurmult = 1.0, bluroffset = 0.0, rotate = 0.0, urepeat = 1.0, vrepeat = 1.0, uoffset = 0.0, voffset = 0.0, mirror = OFF, stagger = OFF, worldspace = OFF, chord_length = OFF, ucoverage = 1.0, vcoverage = 1.0, utranslate = 0.0, vtranslate = 0.0, uwrap = ON, vwrap = ON, invert = OFF ); texture Fractal#37 ( procedure = Fractal, rgbout = (100.0, 100.0, 100.0), active = ON, amplitude = 1.0, threshold = 0.0, ratio = 0.707, level_min = 0.0, level_max = 9.0, animated = OFF, time = 0.0, rgbmult = (0.082902, 0.047837, 0.024054), rgboffset = (0.0, 0.0, 0.0), blurmult = 1.0, bluroffset = 0.0, rotate = 0.0, urepeat = 1.0, vrepeat = 1.0, uoffset = 0.0, voffset = 0.0, mirror = OFF, stagger = OFF, worldspace = OFF, chord_length = OFF, ucoverage = 1.0, vcoverage = 1.0, utranslate = 0.0, vtranslate = 0.0, uwrap = ON, vwrap = ON, invert = OFF ); texture SkyTexture#18 ( procedure = Sky, xform_name = SkyTexture_tform, rgbout = (0.0, 0.0, 0.0), active = ON, total_brightness = 1.0, sun_brightness = (1.0, 1.0, 1.0), sun_halo_brightness = (0.2, 0.2, 0.2), sun_elevation = 45.0, sun_azimuth = 145.0, sun_size = 0.531, sun_blur = 1.0, sky_brightness = (1.0, 1.0, 1.0), air_density = 0.1, dust_density = 0.0, sky_thickness = 1000.0, sky_radius = 50.0, has_floor = ON, floor_texture = Fractal#37, cloud_texture = Fractal#36, cloud_brightness = (1.0, 1.0, 1.0), sunset_brightness = (300.0, 300.0, 300.0), cloud_density = 1.0, cloud_threshold = 0.5, cloud_power = 1.0, cloud_altitude = 0.2, cloud_halo_size = 20.0, sky_samples = 5.0, floor_samples = 1.0, cloud_samples = 5.0, rgbmult = (1.0, 1.0, 1.0), rgboffset = (0.0, 0.0, 0.0), invert = OFF ); shader DefaultShader ( model = lambert, diffuse = 0.8, color = (0.0, 150.0, 255.0), 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 ); texture Fractal#14 ( procedure = Fractal, rgbout = (100.0, 100.0, 100.0), active = ON, amplitude = 1.0, threshold = 0.0, ratio = 0.707, level_min = 0.0, level_max = 9.0, animated = OFF, time = 0.0, rgbmult = (0.082902, 0.047837, 0.024054), rgboffset = (0.0, 0.0, 0.0), blurmult = 1.0, bluroffset = 0.0, rotate = 0.0, urepeat = 1.0, vrepeat = 1.0, uoffset = 0.0, voffset = 0.0, mirror = OFF, stagger = OFF, worldspace = OFF, chord_length = OFF, ucoverage = 1.0, vcoverage = 1.0, utranslate = 0.0, vtranslate = 0.0, uwrap = ON, vwrap = ON, invert = OFF ); texture Fractal#15 ( procedure = Fractal, active = ON, amplitude = 1.0, threshold = 0.0, ratio = 0.707, level_min = 0.0, level_max = 9.0, animated = OFF, time = 0.0, amult = 1.0, aoffset = 0.0, blurmult = 1.0, bluroffset = 0.0, rotate = 0.0, urepeat = 1.0, vrepeat = 1.0, uoffset = 0.0, voffset = 0.0, mirror = OFF, stagger = OFF, worldspace = OFF, chord_length = OFF, ucoverage = 1.0, vcoverage = 1.0, utranslate = 0.0, vtranslate = 0.0, uwrap = ON, vwrap = ON, invert = OFF ); texture SkyTexture#8 ( procedure = Sky, xform_name = SkyTexture#4_tform, active = ON, total_brightness = 1.0, sun_brightness = (1.0, 1.0, 1.0), sun_halo_brightness = (0.2, 0.2, 0.2), sun_elevation = 45.0, sun_azimuth = 145.0, sun_size = 0.531, sun_blur = 1.0, sky_brightness = (1.0, 1.0, 1.0), air_density = 0.1, dust_density = 0.0, sky_thickness = 1000.0, sky_radius = 50.0, has_floor = ON, floor_texture = Fractal#14, cloud_texture = Fractal#15, cloud_brightness = (1.0, 1.0, 1.0), sunset_brightness = (300.0, 300.0, 300.0), cloud_density = 1.0, cloud_threshold = 0.5, cloud_power = 1.0, cloud_altitude = 0.2, cloud_halo_size = 20.0, sky_samples = 5.0, floor_samples = 1.0, cloud_samples = 5.0, rgbmult = (1.0, 1.0, 1.0), rgboffset = (0.0, 0.0, 0.0), invert = OFF ); shader no_fresnel ( model = blinn, diffuse = 0.8, specular = (1.0, 1.0, 1.0), specular_rolloff = 0.0, eccentricity = 0.3, reflectivity = 0.151163, reflection = SkyTexture#8, reflect_background = OFF, color = (83.023254, 0.0, 10.324151), 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 ); texture Fractal#6 ( procedure = Fractal, rgbout = (100.0, 100.0, 100.0), active = ON, amplitude = 1.0, threshold = 0.0, ratio = 0.707, level_min = 0.0, level_max = 9.0, animated = OFF, time = 0.0, rgbmult = (0.082902, 0.047837, 0.024054), rgboffset = (0.0, 0.0, 0.0), blurmult = 1.0, bluroffset = 0.0, rotate = 0.0, urepeat = 1.0, vrepeat = 1.0, uoffset = 0.0, voffset = 0.0, mirror = OFF, stagger = OFF, worldspace = OFF, chord_length = OFF, ucoverage = 1.0, vcoverage = 1.0, utranslate = 0.0, vtranslate = 0.0, uwrap = ON, vwrap = ON, invert = OFF ); texture Fractal#7 ( procedure = Fractal, active = ON, amplitude = 1.0, threshold = 0.0, ratio = 0.707, level_min = 0.0, level_max = 9.0, animated = OFF, time = 0.0, amult = 1.0, aoffset = 0.0, blurmult = 1.0, bluroffset = 0.0, rotate = 0.0, urepeat = 1.0, vrepeat = 1.0, uoffset = 0.0, voffset = 0.0, mirror = OFF, stagger = OFF, worldspace = OFF, chord_length = OFF, ucoverage = 1.0, vcoverage = 1.0, utranslate = 0.0, vtranslate = 0.0, uwrap = ON, vwrap = ON, invert = OFF ); texture SkyTexture#4 ( procedure = Sky, xform_name = SkyTexture#2_tform, active = ON, total_brightness = 1.0, sun_brightness = (1.0, 1.0, 1.0), sun_halo_brightness = (0.2, 0.2, 0.2), sun_elevation = 45.0, sun_azimuth = 145.0, sun_size = 0.531, sun_blur = 1.0, sky_brightness = (1.0, 1.0, 1.0), air_density = 0.1, dust_density = 0.0, sky_thickness = 1000.0, sky_radius = 50.0, has_floor = ON, floor_texture = Fractal#6, cloud_texture = Fractal#7, cloud_brightness = (1.0, 1.0, 1.0), sunset_brightness = (300.0, 300.0, 300.0), cloud_density = 1.0, cloud_threshold = 0.5, cloud_power = 1.0, cloud_altitude = 0.2, cloud_halo_size = 20.0, sky_samples = 5.0, floor_samples = 1.0, cloud_samples = 5.0, rgbmult = (1.0, 1.0, 1.0), rgboffset = (0.0, 0.0, 0.0), invert = OFF ); shader fresnel ( model = blinn, diffuse = 0.8, specular = (20.0, 20.0, 20.0), specular_rolloff = 0.96, eccentricity = 0.1, reflectivity = 0.05, reflection = SkyTexture#4, reflect_background = OFF, color = (0,0,0), /*color = (83.023254, 0.0, 10.324151),*/ 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 ); patch sphere ( udegree = 3, vdegree = 3, doublesided = TRUE, opposite = FALSE, subdivide = adaptive, divisions = (2, 4), curvature = 0.96, uclosed = ON, shader = (fresnel), casts_shadow = ON, motion_blur = ON, active = ON, uknots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 , 5.0 , 6.0 , 7.0 , 8.0 , 9.0 , 10.0 , 11.0 , 12.0 ), vknots = ( 2.0 , 2.0 , 2.0 , 3.0 , 4.0 , 5.0 , 6.0 , 6.0 , 6.0 ), cvs = ( (cv((0.0, 0.0, -0.5), 1.0), cv((0.102341, -0.102341, -0.5), 1.0), cv((0.307024, -0.307024, -0.391806), 1.0), cv((0.434197, -0.434197, 0.0), 1.0), cv((0.307024, -0.307024, 0.391806), 1.0), cv((0.102341, -0.102341, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.144732, 0.0, -0.5), 1.0), cv((0.434197, 0.0, -0.391806), 1.0), cv((0.614047, 0.0, 0.0), 1.0), cv((0.434197, 0.0, 0.391806), 1.0), cv((0.144732, 0.0, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.102341, 0.102341, -0.5), 1.0), cv((0.307024, 0.307024, -0.391806), 1.0), cv((0.434197, 0.434197, 0.0), 1.0), cv((0.307024, 0.307024, 0.391806), 1.0), cv((0.102341, 0.102341, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.0, 0.144732, -0.5), 1.0), cv((0.0, 0.434197, -0.391806), 1.0), cv((0.0, 0.614047, 0.0), 1.0), cv((0.0, 0.434197, 0.391806), 1.0), cv((0.0, 0.144732, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((-0.102341, 0.102341, -0.5), 1.0), cv((-0.307024, 0.307024, -0.391806), 1.0), cv((-0.434197, 0.434197, 0.0), 1.0), cv((-0.307024, 0.307024, 0.391806), 1.0), cv((-0.102341, 0.102341, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((-0.144732, 0.0, -0.5), 1.0), cv((-0.434197, 0.0, -0.391806), 1.0), cv((-0.614047, 0.0, 0.0), 1.0), cv((-0.434197, 0.0, 0.391806), 1.0), cv((-0.144732, 0.0, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((-0.102341, -0.102341, -0.5), 1.0), cv((-0.307024, -0.307024, -0.391806), 1.0), cv((-0.434197, -0.434197, 0.0), 1.0), cv((-0.307024, -0.307024, 0.391806), 1.0), cv((-0.102341, -0.102341, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.0, -0.144732, -0.5), 1.0), cv((0.0, -0.434197, -0.391806), 1.0), cv((0.0, -0.614047, 0.0), 1.0), cv((0.0, -0.434197, 0.391806), 1.0), cv((0.0, -0.144732, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.102341, -0.102341, -0.5), 1.0), cv((0.307024, -0.307024, -0.391806), 1.0), cv((0.434197, -0.434197, 0.0), 1.0), cv((0.307024, -0.307024, 0.391806), 1.0), cv((0.102341, -0.102341, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.144732, 0.0, -0.5), 1.0), cv((0.434197, 0.0, -0.391806), 1.0), cv((0.614047, 0.0, 0.0), 1.0), cv((0.434197, 0.0, 0.391806), 1.0), cv((0.144732, 0.0, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ), (cv((0.0, 0.0, -0.5), 1.0), cv((0.102341, 0.102341, -0.5), 1.0), cv((0.307024, 0.307024, -0.391806), 1.0), cv((0.434197, 0.434197, 0.0), 1.0), cv((0.307024, 0.307024, 0.391806), 1.0), cv((0.102341, 0.102341, 0.5), 1.0), cv((0.0, 0.0, 0.5), 1.0) ) ) ); ENVIRONMENT background ( color = SkyTexture#18 ); 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. */ { SkyTexture_tform = cur_xform(); } { { rot (zaxis, 35.0); rot (xaxis, -135.0); inst Light#2(); } { trn(-2.0, 0.0, -2.0); Lightview#2 = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup#2 = current_position(( 0.0, 0.0, 0.0)); } } { trn(0.0, -12.0, 0.0); { inst Light(); } { trn(-2.0, 0.0, -2.0); Lightview = current_position(( 0.0, 0.0, 0.0)); } { trn(0.0, 0.0, 10.0); Lightup = current_position(( 0.0, 0.0, 0.0)); } } { SkyTexture#4_tform = cur_xform(); } { SkyTexture#2_tform = cur_xform(); } { SkyTexture#3_tform = cur_xform(); } { trn(0.0, 0.0, 1.0); inst sphere(); } { { trn(-1.496061, -1.68814, 1.520985); camera ( perspective = TRUE, eye = ( 0.0, 0.0, 0.0), active = ON, pix = "pix/fresnel.tif", 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(0.378291, 0.343076, 0.951814); Camera_view = current_position( (0, 0, 0) ); } { trn(-1.359276, -1.539909, 2.500434); Camera_up = current_position( (0, 0, 0) ); } }