<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Scene Description Language Overview</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="YafRay" HREF="c11488.html"><LINK REL="PREVIOUS" TITLE="Installation" HREF="x11504.html"><LINK REL="NEXT" TITLE="Shaders" HREF="x11571.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x11504.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >YafRay</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x11571.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="section_yafray_xml" ></A >Scene Description Language Overview</H1 ><P > 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) </P ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <B CLASS="keycap" ><scene></B > <B CLASS="keycap" ><shader </B >type = "generic" name = "Default"<B CLASS="keycap" >></B >; <attributes> <color r="0.750000" g="0.750000" b="0.800000" /> <specular r="0.000000" g="0.000000" b="0.000000" /> <reflected r="0.000000" g="0.000000" b="0.000000" /> <transmitted r="0.000000" g="0.000000" b="0.000000" /> </attributes> <B CLASS="keycap" ></shader></B > <B CLASS="keycap" ><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" >></B > <B CLASS="keycap" ><object</B > name = "Plane" shader_name = "Default" <B CLASS="keycap" >></B > <attributes> </attributes> <mesh> <include file = ".\Meshes\Plane.xml" /> </mesh> <B CLASS="keycap" ></object></B > <B CLASS="keycap" ></transform></B > <B CLASS="keycap" ><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" >> </light></B > <B CLASS="keycap" ><camera</B > name="Camera" resx="1024" resy="576" focal="1.015937" <B CLASS="keycap" >></B > <from x="0.323759" y="-7.701275" z="2.818493" /> <to x="0.318982" y="-6.717273" z="2.640400" /> <up x="0.323330" y="-7.523182" z="3.802506" /> <B CLASS="keycap" ></camera></B > <B CLASS="keycap" ><filter</B > type="dof" name="dof" focus = "7.97854234329" near_blur "10.000000" far_blur "10.000000" scale "2.000000"<B CLASS="keycap" >> </filter></B > <B CLASS="keycap" ><filter</B > type"antinoise" name"Anti Noise" radius = "1.000000" max_delta = "0.100000"<B CLASS="keycap" >> </filter></B > <B CLASS="keycap" ><background</B > type = "HDRI" name = "envhdri" exposure_adjust = "1"> <filename value = "Filename.HDR" <B CLASS="keycap" >/> </background></B > <B CLASS="keycap" ><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" >></B > <outfile value="butterfly2.tga"/> <save_alpha value="on"/> <B CLASS="keycap" ></render></B > <B CLASS="keycap" ></scene></B > </PRE ></TD ></TR ></TABLE ><P > Dont worry! Its not as complex as it looks. Concentrate on the bold highlited tags. </P ><P > 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 > 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 </scene> tag) </P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x11504.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x11571.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Installation</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c11488.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Shaders</TD ></TR ></TABLE ></DIV ></BODY ></HTML >