Daylightの調整
ray .\mr_day01.mi -o day01.png
imf_disp .\day01.png
maya2010からexportし、フリー版mentalrayで、以下何か足りない。
CUDA 0.0 5 MB warn 852006: CUDA module initialization failed. The version of your CUDA driver is 0.0, but 9.0 is the required minimum Please update your display driver (current version ).
API 0.0 6 MB error 301031: .\mr_ibl_test_box.mi, line 99: call to undeclared function "adskMayaAreaLight"
API 0.0 6 MB error 301032: .\mr_ibl_test_box.mi, line 114: while defining light "areaLightShape1": undefined shader "areaLightShape1:shader"
API 0.0 6 MB warn 302029: .\mr_ibl_test_box.mi, line 116: while defining light "areaLightShape1": light has no light shader
API 0.0 6 MB error 301031: .\mr_ibl_test_box.mi, line 160: call to undeclared function "adskMayaVolumeEngine"
API 0.0 6 MB error 301032: .\mr_ibl_test_box.mi, line 264: while defining camera "perspShape": undefined shader "volumeEngine1"
API 0.0 6 MB error 301031: .\mr_ibl_test_box.mi, line 346: while defining material "mia_material2SG": call to undeclared function "adskMayaShadingEngine"
API 0.0 6 MB error 301031: .\mr_ibl_test_box.mi, line 553: while defining material "mia_material1SG": call to undeclared function "adskMayaShadingEngine"
API 0.0 6 MB error 301031: .\mr_ibl_test_box.mi, line 1337: call to undeclared function "adskMayaVolumeEngine"
API 0.0 6 MB warn 302016: .\mr_ibl_test_box.mi, line 1342: undefined inheritance function "adskTraversal"
PHEN 0.2 6 MB error 051011: shader "adskTraversal" not found
SCEN 0.2 8 MB warn 072001: camera instance not found in scene, assuming relative to world
SCEN 0.2 7 MB warn 072004: camera leaf instance not found, using DAG instance
PHEN 0.2 7 MB error 051011: shader "adskFrameBufferState" not found
足りないもの:Maya専用のシェーダーファイル(.mi と .dll / .so)
MayaがインストールされているPCから、以下のファイルを持ってきてスタンドアロン版のmental rayに認識させる必要があります。(OSがWindowsの場合は .dll、Linuxの場合は .so です)
定義ファイル(インクルードファイル): mayabase.mi、adskShader.mi、maya_state.mi など
実体ファイル(ライブラリファイル): mayabase.dll、adskShader.dll、maya_state.dll など
【Maya 2010での格納場所の目安】
C:\Program Files\Autodesk\Maya2010\mentalray\include\ (ここに .mi があります)
C:\Program Files\Autodesk\Maya2010\mentalray\shaders\ (ここに .dll があります)
古いdesktopマシンを起動するのが面倒なので、代替案
空(Sky)だけが表示されてる
Cubeが表示されない理由は、ログにある adskMayaShadingEngine のエラーが原因。マテリアルの構築に失敗したため、そのマテリアルが割り当てられているCubeやPlaneがレンダリングから除外されて透明になってしまっている。
1. マテリアルの修正(Cubeを表示させる最重要項目)
Maya特有の adskMayaShadingEngine という仲介ノードを削除し、純粋なmental rayのマテリアル割り当てに書き換えます。ファイル内に4箇所(Lambert, Blinn, Phong1, Phong2)ある material ブロックを以下のように修正します。
変更前(例:Lambertの場合)
material "mib_illum_lambert1SG"
"adskMayaShadingEngine" (
"surfaceShader" = "mib_illum_lambert1",
"cutAwayOpacity" 0.,
"customShader" on
)
end material
変更後(4箇所すべて同様に = で直接繋ぎます)
material "mib_illum_lambert1SG"
= "mib_illum_lambert1"
end material
material "mib_illum_blinn1SG"
= "mib_illum_blinn1"
end material
material "mib_illum_phong1SG"
= "mib_illum_phong1"
end material
material "mib_illum_phong2SG"
= "mib_illum_phong2"
end material
2. オプション設定のMaya独自機能の削除
options "miDefaultOptions" のブロック内にある、Maya用のトラバーサルとステート定義を削除します。
-
traversal adskTraversalという行を削除(または先頭に#を入れてコメントアウト) - 以下の
stateブロック(数行にまたがっています)を丸ごと削除
state [
"maya_state" (
)
,
"adskFrameBufferState" (
)
]
3. 未定義ライトとボリュームエンジンの削除
標準のPhysical Sun & Skyの機能だけで十分機能するため、Maya独自のライティングノードとボリュームノードの記述を削除します。
-
shader "sunShape:shader"から始まるブロック(中身が"adskMayaDirectionalLight"のもの)を丸ごと削除。 -
shader "volumeEngine1"から始まるブロック(中身が"adskMayaVolumeEngine"のもの)を丸ごと削除。 - さらに、下の方にある
camera "perspShape"のブロック内から、volume = "volumeEngine1"という行を削除。
エラー undefined shader "mia_physicalsun1" について
「sunShape というライトが mia_physicalsun1 という名前のシェーダーを使おうとしているが、そのシェーダーがファイル内のどこにも定義されていない」 という意味です。
Mayaからのエクスポート時に、Sunのシェーダー定義が抜け落ちてしまったか、Maya特有のノード構造に依存した書き方になってしまっているのが原因です。
ライトのブロック内に直接 mia_physicalsun のパラメータを書き込んでしまうのが一番確実です。
修正箇所
変更前:
light "sunShape"
= "mia_physicalsun1"
emitter = "mia_physicalsun1"
direction 0. 0. -1.
end light
変更後:
light "sunShape"
"mia_physicalsun" (
"on" on,
"multiplier" 1.0,
"y_is_up" on,
"rgb_unit_conversion" 0.0001 0.0001 0.0001
)
direction 0. 0. -1.
end light
なぜこれで直るのか
元の記述(= "mia_physicalsun1")は、「別の場所に定義してある mia_physicalsun1 の設定を読み込みなさい」という 参照 の書き方でした。
変更後の記述は、ライトそのものに直接「物理的な太陽(mia_physicalsun)として振る舞いなさい」と 定義 する書き方です。これにより、存在しないシェーダーを探しに行くエラーがなくなり、正常に太陽光が計算されるようになります。
(※太陽の角度については、すぐ下にある instance "sunDirection" "sunShape" の transform(回転の行列)で制御されているため、direction は元の 0. 0. -1. のままで問題ありません。)
# Mayatomr 2010.0m
# Maya 2010 x64
# File C:/Users/yourname/Documents/maya/projects/default/scenes/mr_day01.mb
min version "3.7"
link "AdskShaderSDK.dll"
link "mayabase.dll"
link "architectural.dll"
link "base.dll"
$include "AdskShaderSDK.mi"
$include "mayabase.mi"
$include <architectural.mi>
$include <base.mi>
options "miDefaultOptions"
object space
desaturate off
colorclip rgb
premultiply on
dither on
gamma 1.
acceleration bsp
bsp size 10
bsp depth 40
task size 0
contrast 0.1 0.1 0.1 0.1
samples -2 0
filter box 1. 1.
jitter 0.
samplelock on
scanline on
trace on
trace depth 1 1 2
shadow on
shadowmap on
shadowmap rebuild on
"shadowmap pixel samples" 3
caustic off
globillum off
finalgather on
finalgather accuracy 100
finalgather scale 1. 1. 1. 1.
finalgather secondary scale 1. 1. 1. 1.
finalgather rebuild on
finalgather filter 0
finalgather falloff 0. 0.
finalgather trace depth 1 1 0 2
finalgather presample density 1.
"finalgather mode" "automatic"
"finalgather points" 10
lens on
volume on
geometry on
displace on
displace presample on
output on
merge on
autovolume off
hair on
pass on
face both
"ambient occlusion" off
"ambient occlusion cache" off
"ambient occlusion cache density" 1.
"ambient occlusion cache points" 64
"ambient occlusion rays" 256
"contrast all buffers" on
"geom displace motion factor" 1.
"importon" off
"importon density" 1.
"importon merge" 0.
"importon trace depth" 0
"importon traverse" on
"irradiance particles" off
"irradiance particles env" on
"irradiance particles env rays" 256
"irradiance particles env scale" 1
"irradiance particles indirect passes" 0
"irradiance particles interpolate" 1
"irradiance particles interppoints" 64
"irradiance particles rays" 256
"irradiance particles rebuild" on
"irradiance particles scale" 1.
"rast motion factor" 1.
"rast transparency depth" 8
"raster use opacity" on
"shadowmap pixel samples" 3
"maya custom alpha" on
"maya custom depth" off
"maya custom label" off
"maya filter size compute" on
"maya filter size default" 0.0001
"maya reflection blur limit" 1
"maya refraction blur limit" 1
"maya render pass" 0
end options
light "sunShape"
"mia_physicalsun" (
"on" on,
"multiplier" 1.0,
"y_is_up" on,
"rgb_unit_conversion" 0.0001 0.0001 0.0001
)
direction 0. 0. -1.
end light
instance "sunDirection" "sunShape"
transform
1. -0. 0. -0.
-0. 0.258819 0.965926 0.
0. -0.965926 0.258819 -0.
0. 0. -0. 1.
end instance
shader "mia_exposure_simple1"
"mia_exposure_simple" (
"pedestal" 0.,
"gain" 0.15,
"knee" 0.75,
"compression" 3.,
"gamma" 2.2,
"use_preview" off
)
shader "mia_physicalsky1"
"mia_physicalsky" (
"on" on,
"multiplier" 0.5,
"rgb_unit_conversion" 0.0001 0.0001 0.0001 1.,
"haze" 0.,
"redblueshift" 0.,
"saturation" 1.,
"horizon_height" 0.,
"horizon_blur" 0.1,
"ground_color" 0.2 0.2 0.2 1.,
"night_color" 0. 0. 0. 1.,
"sun_direction" 0. 0. 0.,
"sun" "sunDirection",
"sun_disk_intensity" 1.,
"sun_disk_scale" 4.,
"sun_glow_intensity" 1.,
"use_background" off,
"visibility_distance" 0.,
"y_is_up" on,
"flags" 0,
"sky_luminance_mode" 0,
"zenith_luminance" 0.,
"diffuse_horizontal_illuminance" 0.,
"a" 0.,
"b" 0.,
"c" 0.,
"d" 0.,
"e" 0.
)
data "perspShape:fbdata"
"adskFrameBufferData" (
"magic" 1178760550,
"nonMaterialPassFrameBufferNames" [],
"frameBufferInfo" [],
"frameBufferTypeCounts" [
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0
]
)
camera "perspShape"
data "perspShape:fbdata"
framebuffer "mayaColor"
datatype "rgba"
filtering on
primary on
filetype "tif"
filename "images/mr_day01.tif"
resolution 640 480
aspect 1.33333
aperture 1.41732
frame 1 1.
clip 0.1 1000.
focal 1.37795
lens = "mia_exposure_simple1"
environment = "mia_physicalsky1"
end camera
instance "persp" "perspShape"
transform
-0.441506 -0.117711 0.889504 -0.
-1.38778e-017 0.991357 0.13119 0.
-0.897258 0.0579211 -0.43769 -0.
1.14494 -2.14583 -16.0444 1.
end instance
data "pPlaneShape1:vxdata"
"maya_vertexdata" (
"magic" 1298749048,
"uvs" [{
"name" "map1",
"type" 2,
"size" 3,
"offset" 0
}
]
)
shader "mib_illum_lambert1"
"mib_illum_lambert" (
"ambience" 0.2 0.2 0.2 1.,
"ambient" 0.5 0.5 0.5 1.,
"diffuse" 0.7 0.7 0.7 1.,
"mode" 4,
"lights" []
)
material "mib_illum_lambert1SG"
= "mib_illum_lambert1"
end material
object "pPlaneShape1"
visible on
shadow 3
transparency 3
reflection 3
refraction 3
finalgather on
finalgather 3
face both
tagged
data "pPlaneShape1:vxdata"
trilist vertex 4 p n t 2 b 2 triangle 2
[
-11.6422 -2.46810e-015 11.1153 0. 1. 2.22045e-016 0. 0. 23.2844 0. 0. 0. 5.17018e-015 -23.2844
11.6422 -2.46810e-015 11.1153 0. 1. 2.22045e-016 1. 0. 23.2844 0. 0. 0. 5.17018e-015 -23.2844
11.6422 2.46810e-015 -11.1153 0. 1. 2.22045e-016 1. 0.954744 23.2844 0. 0. 0. 5.17018e-015 -23.2844
-11.6422 2.46810e-015 -11.1153 0. 1. 2.22045e-016 0. 0.954744 23.2844 0. 0. 0. 5.17018e-015 -23.2844
]
[
0 0 1 3
0 3 1 2
]
end trilist
end object
instance "pPlane1" "pPlaneShape1"
light "exclusive" []
material ["mib_illum_lambert1SG"]
caustic on
caustic 3
globillum on
globillum 3
transform
1. -0. 0. -0.
-0. 1. -0. 0.
0. -0. 1. -0.
0.14728 0. 0.379595 1.
end instance
data "pCubeShape1:vxdata"
"maya_vertexdata" (
"magic" 1298749048,
"uvs" [{
"name" "map1",
"type" 2,
"size" 3,
"offset" 0
}
]
)
shader "mib_illum_blinn1"
"mib_illum_blinn" (
"ambience" 0.2 0.2 0.2 1.,
"ambient" 0.5 0.5 0.5 1.,
"diffuse" 0.891 0.231287 0.136323 1.,
"specular" 0.52212 0.52212 0.52212 1.,
"roughness" 0.18,
"ior" 1.,
"mode" 4,
"lights" []
)
material "mib_illum_blinn1SG"
= "mib_illum_blinn1"
end material
object "pCubeShape1"
visible on
shadow 3
transparency 3
reflection 3
refraction 3
finalgather on
finalgather 3
face both
tagged
data "pCubeShape1:vxdata"
trilist vertex 24 p n t 2 b 2 triangle 12
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2.27796 -1.27844 1.04214 0. 0. 1. 0.625 0. 12.1491 0. -2.77904 0. 10.2275 0.
2.27796 1.27844 1.04214 0. 0. 1. 0.625 0.25 10.9342 0. -3.33485 0. 6.13651 -3.33485
-2.27796 1.27844 1.04214 0. 0. 1. 0.375 0.25 13.6677 0. 2.08428 0. 7.67064 -2.08428
-2.27796 1.27844 1.04214 0. 1. 0. 0.375 0.25 13.6677 0. 2.08428 0. 7.67064 -2.08428
2.27796 1.27844 1.04214 0. 1. 0. 0.625 0.25 10.9342 0. -3.33485 0. 6.13651 -3.33485
2.27796 1.27844 -1.04214 0. 1. 0. 0.625 0.5 18.2236 0. 0. 0. -6.81834 -2.77904
-2.27796 1.27844 -1.04214 0. 1. 0. 0.375 0.5 18.2236 0. 0. 0. -3.40917 -5.55808
-2.27796 1.27844 -1.04214 0. 0. -1. 0.375 0.5 18.2236 0. 0. 0. -3.40917 -5.55808
2.27796 1.27844 -1.04214 0. 0. -1. 0.625 0.5 18.2236 0. 0. 0. -6.81834 -2.77904
2.27796 -1.27844 -1.04214 0. 0. -1. 0.625 0.75 18.2236 0. 0. 0. -3.40917 5.55808
-2.27796 -1.27844 -1.04214 0. 0. -1. 0.375 0.75 18.2236 0. 0. 0. -6.81834 2.77904
-2.27796 -1.27844 -1.04214 0. -1. 0. 0.375 0.75 18.2236 0. 0. 0. -6.81834 2.77904
2.27796 -1.27844 -1.04214 0. -1. 0. 0.625 0.75 18.2236 0. 0. 0. -3.40917 5.55808
2.27796 -1.27844 1.04214 0. -1. 0. 0.625 1. 18.2236 0. 0. 0. 0. 8.33712
-2.27796 -1.27844 1.04214 0. -1. 0. 0.375 1. 18.2236 0. 0. 0. 0. 8.33712
2.27796 -1.27844 1.04214 1. 0. 0. 0.625 0. 12.1491 0. -2.77904 0. 10.2275 0.
2.27796 -1.27844 -1.04214 1. 0. 0. 0.875 0. 0. 0. -8.33712 0. 10.2275 0.
2.27796 1.27844 -1.04214 1. 0. 0. 0.875 0.25 0. 0. -8.33712 0. 10.2275 0.
2.27796 1.27844 1.04214 1. 0. 0. 0.625 0.25 10.9342 0. -3.33485 0. 6.13651 -3.33485
-2.27796 -1.27844 -1.04214 -1. 0. 0. 0.125 0. 0. 0. 8.33712 0. 10.2275 0.
-2.27796 -1.27844 1.04214 -1. 0. 0. 0.375 0. 6.07455 0. 5.55808 0. 10.2275 0.
-2.27796 1.27844 1.04214 -1. 0. 0. 0.375 0.25 13.6677 0. 2.08428 0. 7.67064 -2.08428
-2.27796 1.27844 -1.04214 -1. 0. 0. 0.125 0.25 0. 0. 8.33712 0. 10.2275 0.
]
[
0 0 1 3
0 3 1 2
0 4 5 7
0 7 5 6
0 8 9 11
0 11 9 10
0 12 13 15
0 15 13 14
0 16 17 19
0 19 17 18
0 20 21 23
0 23 21 22
]
end trilist
end object
instance "pCube1" "pCubeShape1"
light "exclusive" []
material ["mib_illum_blinn1SG"]
caustic on
caustic 3
globillum on
globillum 3
transform
1. -0. 0. -0.
-0. 1. -0. 0.
0. -0. 1. -0.
1.8827 -1.34934 -1.79647 1.
end instance
data "pCubeShape2:vxdata"
"maya_vertexdata" (
"magic" 1298749048,
"uvs" [{
"name" "map1",
"type" 2,
"size" 3,
"offset" 0
}
]
)
shader "mib_illum_phong1"
"mib_illum_phong" (
"ambience" 0.2 0.2 0.2 1.,
"ambient" 0.5 0.5 0.5 1.,
"diffuse" 0.1694 0.359443 0.7 1.,
"specular" 0.73452 0.73452 0.73452 1.,
"exponent" 50.,
"mode" 4,
"lights" []
)
material "mib_illum_phong1SG"
= "mib_illum_phong1"
end material
object "pCubeShape2"
visible on
shadow 3
transparency 3
reflection 3
refraction 3
finalgather on
finalgather 3
face both
tagged
data "pCubeShape2:vxdata"
trilist vertex 24 p n t 2 b 2 triangle 12
[
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]
[
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]
end trilist
end object
instance "pCube2" "pCubeShape2"
light "exclusive" []
material ["mib_illum_phong1SG"]
caustic on
caustic 3
globillum on
globillum 3
transform
1. -0. 0. -0.
-0. 1. -0. 0.
0. -0. 1. -0.
-2.06784 -1.73441 4.0088 1.
end instance
data "pCubeShape3:vxdata"
"maya_vertexdata" (
"magic" 1298749048,
"uvs" [{
"name" "map1",
"type" 2,
"size" 3,
"offset" 0
}
]
)
shader "mib_illum_phong2"
"mib_illum_phong" (
"ambience" 0.2 0.2 0.2 1.,
"ambient" 0.5 0.5 0.5 1.,
"diffuse" 0.457971 0.7 0.4074 1.,
"specular" 0.5 0.5 0.5 1.,
"exponent" 50.,
"mode" 4,
"lights" []
)
material "mib_illum_phong2SG"
= "mib_illum_phong2"
end material
object "pCubeShape3"
visible on
shadow 3
transparency 3
reflection 3
refraction 3
finalgather on
finalgather 3
face both
tagged
data "pCubeShape3:vxdata"
trilist vertex 24 p n t 2 b 2 triangle 12
[
-1.02564 -1.44883 0.963853 0. 0. 1. 0.375 0. 2.73504 0. 5.14055 0. 11.5906 0.
1.02564 -1.44883 0.963853 0. 0. 1. 0.625 0. 5.47008 0. -2.57028 0. 11.5906 0.
1.02564 1.44883 0.963853 0. 0. 1. 0.625 0.25 4.92307 0. -3.08433 0. 6.95439 -3.08433
-1.02564 1.44883 0.963853 0. 0. 1. 0.375 0.25 6.15384 0. 1.92771 0. 8.69298 -1.92771
-1.02564 1.44883 0.963853 0. 1. 0. 0.375 0.25 6.15384 0. 1.92771 0. 8.69298 -1.92771
1.02564 1.44883 0.963853 0. 1. 0. 0.625 0.25 4.92307 0. -3.08433 0. 6.95439 -3.08433
1.02564 1.44883 -0.963853 0. 1. 0. 0.625 0.5 8.20511 0. 0. 0. -7.72709 -2.57028
-1.02564 1.44883 -0.963853 0. 1. 0. 0.375 0.5 8.20511 0. 0. 0. -3.86355 -5.14055
-1.02564 1.44883 -0.963853 0. 0. -1. 0.375 0.5 8.20511 0. 0. 0. -3.86355 -5.14055
1.02564 1.44883 -0.963853 0. 0. -1. 0.625 0.5 8.20511 0. 0. 0. -7.72709 -2.57028
1.02564 -1.44883 -0.963853 0. 0. -1. 0.625 0.75 8.20511 0. 0. 0. -3.86355 5.14055
-1.02564 -1.44883 -0.963853 0. 0. -1. 0.375 0.75 8.20511 0. 0. 0. -7.72709 2.57028
-1.02564 -1.44883 -0.963853 0. -1. 0. 0.375 0.75 8.20511 0. 0. 0. -7.72709 2.57028
1.02564 -1.44883 -0.963853 0. -1. 0. 0.625 0.75 8.20511 0. 0. 0. -3.86355 5.14055
1.02564 -1.44883 0.963853 0. -1. 0. 0.625 1. 8.20511 0. 0. 0. 0. 7.71083
-1.02564 -1.44883 0.963853 0. -1. 0. 0.375 1. 8.20511 0. 0. 0. 0. 7.71083
1.02564 -1.44883 0.963853 1. 0. 0. 0.625 0. 5.47008 0. -2.57028 0. 11.5906 0.
1.02564 -1.44883 -0.963853 1. 0. 0. 0.875 0. 0. 0. -7.71083 0. 11.5906 0.
1.02564 1.44883 -0.963853 1. 0. 0. 0.875 0.25 0. 0. -7.71083 0. 11.5906 0.
1.02564 1.44883 0.963853 1. 0. 0. 0.625 0.25 4.92307 0. -3.08433 0. 6.95439 -3.08433
-1.02564 -1.44883 -0.963853 -1. 0. 0. 0.125 0. 0. 0. 7.71083 0. 11.5906 0.
-1.02564 -1.44883 0.963853 -1. 0. 0. 0.375 0. 2.73504 0. 5.14055 0. 11.5906 0.
-1.02564 1.44883 0.963853 -1. 0. 0. 0.375 0.25 6.15384 0. 1.92771 0. 8.69298 -1.92771
-1.02564 1.44883 -0.963853 -1. 0. 0. 0.125 0.25 0. 0. 7.71083 0. 11.5906 0.
]
[
0 0 1 3
0 3 1 2
0 4 5 7
0 7 5 6
0 8 9 11
0 11 9 10
0 12 13 15
0 15 13 14
0 16 17 19
0 19 17 18
0 20 21 23
0 23 21 22
]
end trilist
end object
instance "pCube3" "pCubeShape3"
light "exclusive" []
material ["mib_illum_phong2SG"]
caustic on
caustic 3
globillum on
globillum 3
transform
1. -0. 0. -0.
-0. 1. -0. 0.
0. -0. 1. -0.
-7.26091 -1.44883 -1.6488 1.
end instance
instgroup ":MayaTranslatedWorld"
"pCube1"
"pCube2"
"pCube3"
"pPlane1"
"persp"
"sunDirection"
end instgroup
render ":MayaTranslatedWorld" "persp" "miDefaultOptions"
ありがとうございます。

