# RenderMan demo # Material definition that will be used for all objects mat = GLMaterial( diffuse = (1,1,1), texture = GLTexture("uvmap.png", mode = GL_MODULATE) ) # Create a camera... TargetCamera( pos = (1,7,3), target = (0,0,1) ) # ...and a spot light lgt = GLTargetSpotLight( pos = (2,4,8), target = (0,0,0), intensity = 0.9 ) # The following line is used by the RenderMan exporter to create a shadow # map. The value is a tuple (map resolution, width, blur, bias, samples) lgt.shadowmap = (512, 1.0, 0.01, 0.02, 32) # Create a distant light (that does not cast shadows) GLTargetDistantLight( pos = (-5,0,10), target = (0,0,0), intensity = 0.25 ) # Create a couple of objects... Plane( lx = 10, ly = 10, pos = (0,0,0), material = mat ) Sphere( radius = 1.0, pos = (-2,0,1), material = mat ) CCylinder( radius = 0.5, length = 2.0, pos = (0,0,1.5), material = mat ) Box( lx = 2.0, ly = 0.75, lz = 1.5, pos = (2,0,1), material = mat )