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Daylightの調整

ray .\mr_day01.mi -o day01.png
imf_disp .\day01.png

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"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。)

mr_day01.mi
# 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
		[
		 -2.27796 -1.27844 1.04214 0. 0. 1. 0.375 0. 6.07455 0. 5.55808 0. 10.2275 0.
		 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
		[
		 -2.81306 -1.73441 1.14646 0. 0. 1. 0.375 0. 7.50149 0. 6.11444 0. 13.8753 0.
		 2.81306 -1.73441 1.14646 0. 0. 1. 0.625 0. 15.003 0. -3.05722 0. 13.8753 0.
		 2.81306 1.73441 1.14646 0. 0. 1. 0.625 0.25 13.5027 0. -3.66866 0. 8.32515 -3.66866
		 -2.81306 1.73441 1.14646 0. 0. 1. 0.375 0.25 16.8784 0. 2.29291 0. 10.4064 -2.29291
		 -2.81306 1.73441 1.14646 0. 1. 0. 0.375 0.25 16.8784 0. 2.29291 0. 10.4064 -2.29291
		 2.81306 1.73441 1.14646 0. 1. 0. 0.625 0.25 13.5027 0. -3.66866 0. 8.32515 -3.66866
		 2.81306 1.73441 -1.14646 0. 1. 0. 0.625 0.5 22.5045 0. 0. 0. -9.25017 -3.05722
		 -2.81306 1.73441 -1.14646 0. 1. 0. 0.375 0.5 22.5045 0. 0. 0. -4.62508 -6.11444
		 -2.81306 1.73441 -1.14646 0. 0. -1. 0.375 0.5 22.5045 0. 0. 0. -4.62508 -6.11444
		 2.81306 1.73441 -1.14646 0. 0. -1. 0.625 0.5 22.5045 0. 0. 0. -9.25017 -3.05722
		 2.81306 -1.73441 -1.14646 0. 0. -1. 0.625 0.75 22.5045 0. 0. 0. -4.62508 6.11444
		 -2.81306 -1.73441 -1.14646 0. 0. -1. 0.375 0.75 22.5045 0. 0. 0. -9.25017 3.05722
		 -2.81306 -1.73441 -1.14646 0. -1. 0. 0.375 0.75 22.5045 0. 0. 0. -9.25017 3.05722
		 2.81306 -1.73441 -1.14646 0. -1. 0. 0.625 0.75 22.5045 0. 0. 0. -4.62508 6.11444
		 2.81306 -1.73441 1.14646 0. -1. 0. 0.625 1. 22.5045 0. 0. 0. 0. 9.17165
		 -2.81306 -1.73441 1.14646 0. -1. 0. 0.375 1. 22.5045 0. 0. 0. 0. 9.17165
		 2.81306 -1.73441 1.14646 1. 0. 0. 0.625 0. 15.003 0. -3.05722 0. 13.8753 0.
		 2.81306 -1.73441 -1.14646 1. 0. 0. 0.875 0. 0. 0. -9.17165 0. 13.8753 0.
		 2.81306 1.73441 -1.14646 1. 0. 0. 0.875 0.25 0. 0. -9.17165 0. 13.8753 0.
		 2.81306 1.73441 1.14646 1. 0. 0. 0.625 0.25 13.5027 0. -3.66866 0. 8.32515 -3.66866
		 -2.81306 -1.73441 -1.14646 -1. 0. 0. 0.125 0. 0. 0. 9.17165 0. 13.8753 0.
		 -2.81306 -1.73441 1.14646 -1. 0. 0. 0.375 0. 7.50149 0. 6.11444 0. 13.8753 0.
		 -2.81306 1.73441 1.14646 -1. 0. 0. 0.375 0.25 16.8784 0. 2.29291 0. 10.4064 -2.29291
		 -2.81306 1.73441 -1.14646 -1. 0. 0. 0.125 0.25 0. 0. 9.17165 0. 13.8753 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 "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。

out.png

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