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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>Scene Description Language Overview</H1
><P
>&#13;	A YafRay Scene description file is an XML file complying to the
	definitions of this section. The renderer
	parses the XML from top to bottom. So if Block1 is referenced before
	Block2, it must be defined before Block2 (it must be above it in the
	XML)
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CLASS="programlisting"
>&#13;<B
CLASS="keycap"
>&#60;scene&#62;</B
>

<B
CLASS="keycap"
>&#60;shader </B
>type = "generic" name = "Default"<B
CLASS="keycap"
>&#62;</B
>;
        &#60;attributes&#62;
                &#60;color r="0.750000" g="0.750000" b="0.800000" /&#62;
                &#60;specular r="0.000000" g="0.000000" b="0.000000" /&#62;
                &#60;reflected r="0.000000" g="0.000000" b="0.000000" /&#62;
                &#60;transmitted r="0.000000" g="0.000000" b="0.000000" /&#62;
        &#60;/attributes&#62;
<B
CLASS="keycap"
>&#60;/shader&#62;</B
>

<B
CLASS="keycap"
>&#60;transform</B
>
m00 = "8.532125" m01 = "0.000000" m02 = "0.000000" m03 = "0.000000"
m10 = "0.000000" m11 = "8.532125" m12 = "0.000000" m13 = "0.000000"
m20 = "0.000000" m21 = "0.000000" m22 = "8.532125" m23 = "0.000000"
m30 = "0.000000" m31 = "0.000000" m32 = "0.000000" m33 = "1.000000"
<B
CLASS="keycap"
>&#62;</B
>
<B
CLASS="keycap"
>&#60;object</B
> name = "Plane" shader_name = "Default" <B
CLASS="keycap"
>&#62;</B
>
        &#60;attributes&#62;
        &#60;/attributes&#62;
                &#60;mesh&#62;
                &#60;include file = ".\Meshes\Plane.xml" /&#62;
                &#60;/mesh&#62;
<B
CLASS="keycap"
>&#60;/object&#62;</B
>
<B
CLASS="keycap"
>&#60;/transform&#62;</B
>

<B
CLASS="keycap"
>&#60;light</B
> type="pathlight" name="path" power= "1.000000" depth "2" samples = "16" use_QMC = "on" cache"on"  cache_size="0.008000"  angle_threshold="0.200000"  shadow_threshold="0.200000" <B
CLASS="keycap"
>&#62;
&#60;/light&#62;</B
>

<B
CLASS="keycap"
>&#60;camera</B
> name="Camera" resx="1024" resy="576" focal="1.015937" <B
CLASS="keycap"
>&#62;</B
>
        &#60;from x="0.323759" y="-7.701275" z="2.818493" /&#62;
        &#60;to x="0.318982" y="-6.717273" z="2.640400" /&#62;
        &#60;up x="0.323330" y="-7.523182" z="3.802506" /&#62;
<B
CLASS="keycap"
>&#60;/camera&#62;</B
>

<B
CLASS="keycap"
>&#60;filter</B
> type="dof" name="dof" focus = "7.97854234329" near_blur "10.000000" far_blur "10.000000" scale "2.000000"<B
CLASS="keycap"
>&#62;
&#60;/filter&#62;</B
>

<B
CLASS="keycap"
>&#60;filter</B
> type"antinoise" name"Anti Noise" radius = "1.000000" max_delta = "0.100000"<B
CLASS="keycap"
>&#62;
&#60;/filter&#62;</B
>

<B
CLASS="keycap"
>&#60;background</B
> type = "HDRI" name = "envhdri" exposure_adjust = "1"&#62;
        &#60;filename value = "Filename.HDR" <B
CLASS="keycap"
>/&#62;
&#60;/background&#62;</B
>

<B
CLASS="keycap"
>&#60;render</B
> camera_name = "Camera" AA_passes = "2" AA_minsamples = "2" AA_pixelwidth = "1.500000" AA_threshold = "0.040000"
        raydepth = "5" bias = "0.300000" indirect_samples = "1" gamma = "1.000000" exposure = "0.000000" background_name"envhdri" <B
CLASS="keycap"
>&#62;</B
>
        &#60;outfile value="butterfly2.tga"/&#62;
        &#60;save_alpha value="on"/&#62;
<B
CLASS="keycap"
>&#60;/render&#62;</B
>
<B
CLASS="keycap"
>&#60;/scene&#62;</B
>
                         </PRE
></TD
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><P
>&#13;	Dont worry! Its not as complex as it looks. Concentrate
        on the bold highlited tags.
    </P
><P
>&#13;	The Tags work similar to HTML tags (also like brackets) each tag must
	have an opposite closing tag. Two tags together, with settings
	inside, is one block. A block can tell the renderer how to shade
	something, how big to render the image, what the shape of an object
	looks like, where it is etc etc.
    </P
><P
>&#13;	In the example above, first a shader is defined, then an object
	(which is wrapped in its Transform Matrix), then a light is added
	then a camera, a filter, a background and finally the render
	settings (notice the closing &#60;/scene&#62; tag)
    </P
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