DEFINITION /* ALIAS SDL File Version 6.0 */ version = 6.0; xleft = 0; xright = 644; ylow = 0; yhigh = 485; resolution = 645 486; aalevelmin = 0; aalevelmax = 2; aathreshold = 0.6; post_filter = OFF; post_center = 8; /* Values for a bartlet filter. */ post_adjacent = 1; post_diagonal = 1; composite_rendering = OFF; image_format = ALIAS; jitter = ON; textures_active = ON; up = yaxis; motion_blur_on = OFF; shutter_angle = 144.0; animation = OFF; startframe = 0.0; endframe = 0.0; triple Camera_view(0.0, 0.0, 0.0); triple Camera_up(0.0, 0.0, 0.0); subdivision_recursion_limit = 2; max_reflections = 10; max_refractions = 10; max_shadow_level = 10; preview_ray_trace = OFF; scalar pixel_aspect ( 1.0 ); hidden_line = FALSE; hline_from_global = FALSE; hline_to_fill_color = FALSE; hline_fill_color = (255.0, 255.0, 255.0); hline_line_color = (0.0, 255.0, 255.0); hline_isoparam_u = 0; hline_isoparam_v = 0; show_particles = TRUE; simulation_substeps = 1; simulation_frames_per_second = 30; shader DefaultShader ( model = lambert, diffuse = 0.8, color = (187.616577, 178.449554, 168.174454), incandescence = (0.0, 0.0, 0.0), transparency = (0.0, 0.0, 0.0), shading_map = (0.0, 0.0, 0.0), translucence = 0.0, translucence_depth = 0.5, opacity_depth = 0.0, use_background_color = OFF, psys_emission = OFF, glow_intensity = 0.0, hide_glow_source = OFF, refractive_index = 1.6, reflection_limit = 1, refraction_limit = 6, shadow_level_limit = 0, surface_width = 0.0, transparency_shade = 0.0, transparency_depth = 0.0, chromatic_abberation = 0.0, refraction_jitter = 0.0, refraction_samples = 0, respect_reflection_map = OFF, use_fill_color = ON, fill_color = (255.0, 255.0, 255.0), u_patch_lines = 0, v_patch_lines = 0, density = 1.0, elasticity = 0.707, friction = 0.0, drag_coeff = 0.5 ); face curve#24 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((30.48, 0.0, 152.399998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((60.959999, 0.0, 121.919998), 1.0), cv ((30.48, 0.0, 152.399998), 1.0)) ) )); face curve#23 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-30.48, 0.0, 152.399998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((30.48, 0.0, 152.399998), 1.0), cv ((-30.48, 0.0, 152.399998), 1.0)) ) )); face curve#22 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-60.959999, 0.0, 121.919998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((-30.48, 0.0, 152.399998), 1.0), cv ((-60.959999, 0.0, 121.919998), 1.0)) ) )); face curve#21 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((30.48, 0.0, -152.399998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((60.959999, 0.0, -121.919998), 1.0), cv ((30.48, 0.0, -152.399998), 1.0)) ) )); face curve#20 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-30.48, 0.0, -152.399998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((30.48, 0.0, -152.399998), 1.0), cv ((-30.48, 0.0, -152.399998), 1.0)) ) )); face curve#19 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-60.959999, 0.0, -121.919998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((-30.48, 0.0, -152.399998), 1.0), cv ((-60.959999, 0.0, -121.919998), 1.0)) ) )); face curve#18 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-15.24, 0.0, 45.719999), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((15.24, 0.0, 45.719999), 1.0), cv ((-15.24, 0.0, 45.719999), 1.0)) ) )); face curve#17 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-15.24, 0.0, -45.719999), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((15.24, 0.0, -45.719999), 1.0), cv ((-15.24, 0.0, -45.719999), 1.0)) ) )); face curve#16 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((60.959999, 0.0, 76.199999), 1.0), cv ((15.24, 0.0, 45.719999), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((60.959999, 0.0, 121.919998), 1.0), cv ((60.959999, 0.0, 76.199999), 1.0)) ) )); face curve#15 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-60.959999, 0.0, 76.199999), 1.0), cv ((-15.24, 0.0, 45.719999), 1.0), cv ((0.0, 0.0, 106.679998), 1.0), cv ((-60.959999, 0.0, 121.919998), 1.0), cv ((-60.959999, 0.0, 76.199999), 1.0)) ) )); face curve#14 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-60.959999, 0.0, -121.919998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((-15.24, 0.0, -45.719999), 1.0), cv ((-60.959999, 0.0, -76.199999), 1.0), cv ((-60.959999, 0.0, -121.919998), 1.0)) ) )); face curve#13 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((60.959999, 0.0, -121.919998), 1.0), cv ((0.0, 0.0, -106.679998), 1.0), cv ((15.24, 0.0, -45.719999), 1.0), cv ((60.959999, 0.0, -76.199999), 1.0), cv ((60.959999, 0.0, -121.919998), 1.0)) ) )); face curve#12 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((91.439999, 0.0, 45.719999), 1.0), cv ((30.48, 0.0, 30.48), 1.0), cv ((15.24, 0.0, 45.719999), 1.0), cv ((60.959999, 0.0, 76.199999), 1.0), cv ((91.439999, 0.0, 45.719999), 1.0)) ) )); face curve#11 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-91.439999, 0.0, 45.719999), 1.0), cv ((-30.48, 0.0, 30.48), 1.0), cv ((-15.24, 0.0, 45.719999), 1.0), cv ((-60.959999, 0.0, 76.199999), 1.0), cv ((-91.439999, 0.0, 45.719999), 1.0)) ) )); face curve#10 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-60.959999, 0.0, -76.199999), 1.0), cv ((-15.24, 0.0, -45.719999), 1.0), cv ((-30.48, 0.0, -30.48), 1.0), cv ((-91.439999, 0.0, -45.719999), 1.0), cv ((-60.959999, 0.0, -76.199999), 1.0)) ) )); face curve#9 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((60.959999, 0.0, -76.199999), 1.0), cv ((15.24, 0.0, -45.719999), 1.0), cv ((30.48, 0.0, -30.48), 1.0), cv ((91.439999, 0.0, -45.719999), 1.0), cv ((60.959999, 0.0, -76.199999), 1.0)) ) )); face curve#8 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((91.439999, 0.0, -45.719999), 1.0), cv ((30.48, 0.0, -30.48), 1.0), cv ((30.48, 0.0, 30.48), 1.0), cv ((91.439999, 0.0, 45.719999), 1.0), cv ((91.439999, 0.0, -45.719999), 1.0)) ) )); face curve#7 ( active = ON, divisions = 3, shader = (DefaultShader ), casts_shadow = ON, motion_blur = ON, boundaries = ( (degree = 1, knots = ( 0.0 , 1.0 , 2.0 , 3.0 , 4.0 ), cvs = ( cv ((-91.439999, 0.0, -45.719999), 1.0), cv ((-30.48, 0.0, -30.48), 1.0), cv ((-30.48, 0.0, 30.48), 1.0), cv ((-91.439999, 0.0, 45.719999), 1.0), cv ((-91.439999, 0.0, -45.719999), 1.0)) ) )); ENVIRONMENT background ( color = (0.0, 0.0, 0.0) ); shader_glow ( , glow_type = LINEAR_GLOW, halo_type = LINEAR_GLOW, quality = 0.5, threshold = 0.0, glow_color = (100.0, 100.0, 100.0), glow_spread = 0.05, glow_eccentricity = 0.1, glow_radial_noise = 0.0, glow_star_level = 0.0, glow_opacity = 0.0, halo_color = (100.0, 100.0, 100.0), halo_spread = 0.3, halo_eccentricity = 0.1, halo_radial_noise = 0.0, halo_star_level = 0.0, halo_lens_flare = 0.0, rotation = 0.0, radial_noise_frequency = 0.5, star_points = 4.0 ); photo_effects ( , film_grain = 0.0, filter = (255.0, 255.0, 255.0) ); master_light ( , intensity = 1.22, light_color = (255.0, 255.0, 255.0) ); dynamics ( , gravity = 1.0, air_density = 0.05, Floor = ON, floor_offset = 0.0, ceiling = OFF, ceiling_offset = 20.0, left = OFF, left_offset = -10.0, right = OFF, right_offset = 10.0, front = OFF, front_offset = -10.0, back = OFF, back_offset = 10.0, wall_friction = 0.0, wall_elasticity = 0.707, turbulence_intensity = 0.0, turbulence_spread = 0.5, turbulence_persistence = 5.0, turbulence_animated = ON, turbulence_space_resolution = 16, turbulence_time_resolution = 16, turbulence_roughness = 0.5, turbulence_variability = 0.5, turbulence_granularity = 0.0 ); MODEL /* Only expression assignments should appear above this line and below the MODEL directive. */ /* Placing any other commands in the above section will produce incorrect expression behaviour. */ { /* Start of curve#24 */ instance curve#24(); } /* End of curve#24 */ { /* Start of curve#23 */ instance curve#23(); } /* End of curve#23 */ { /* Start of curve#22 */ instance curve#22(); } /* End of curve#22 */ { /* Start of curve#21 */ instance curve#21(); } /* End of curve#21 */ { /* Start of curve#20 */ instance curve#20(); } /* End of curve#20 */ { /* Start of curve#19 */ instance curve#19(); } /* End of curve#19 */ { /* Start of curve#18 */ instance curve#18(); } /* End of curve#18 */ { /* Start of curve#17 */ instance curve#17(); } /* End of curve#17 */ { /* Start of curve#16 */ instance curve#16(); } /* End of curve#16 */ { /* Start of curve#15 */ instance curve#15(); } /* End of curve#15 */ { /* Start of curve#14 */ instance curve#14(); } /* End of curve#14 */ { /* Start of curve#13 */ instance curve#13(); } /* End of curve#13 */ { /* Start of curve#12 */ instance curve#12(); } /* End of curve#12 */ { /* Start of curve#11 */ instance curve#11(); } /* End of curve#11 */ { /* Start of curve#10 */ instance curve#10(); } /* End of curve#10 */ { /* Start of curve#9 */ instance curve#9(); } /* End of curve#9 */ { /* Start of curve#8 */ instance curve#8(); } /* End of curve#8 */ { /* Start of curve#7 */ instance curve#7(); } /* End of curve#7 */ { /* Start of Persp */ { /* Start of Persp_eye */ translate (55.258427, 62.075333, 83.486557); camera ( perspective = TRUE, eye = ( 0.0, 0.0, 0.0), active = ON, pix = "pix/vrml_center_floorgrid", view = Camera_view, up = Camera_up, aov = 55.0, viewport = (-18.350887, 662.350887, 0.0, 485.0), filmaperture_x = 0.400000, filmaperture_y = 0.285000, filmoffset_x = 0.000000, filmoffset_y = 0.000000, aspect = 1.402624*pixel_aspect, aspect_ratio_pixel = pixel_aspect, near = 0.1, far = 200.0, depth_of_field = 0.0, f_stop = 3.5, focal_distance = 12.0, auto_focus = OFF, units_to_feet = 0.032808, motion_blur = 0.0 ); } /* End of Persp_eye */ { /* Start of Persp_view */ translate (49.629387, 55.751854, 74.98201); Camera_view = current_position( (0, 0, 0) ); } /* End of Persp_view */ { /* Start of Persp_up */ translate (54.967587, 62.925232, 83.047173); Camera_up = current_position( (0, 0, 0) ); } /* End of Persp_up */ } /* End of Persp */