settings: output_directory: output smoothing_length: 1.0e-2 min_weight: 0.01 max_recursions: 40 max_loops: 10 mesh_bvh_max_children: 2 mesh_bvh_max_depth: 100 scene_bvh_max_children: 2 scene_bvh_max_depth: 100 spectra: white: [0xA9A9A9ff, 0xD3D3D3ff, 0xFFFFFFFF] brown: [0x654321ff, 0x8B4513ff, 0xCD853Fff] green: [0x006400ff, 0x008000ff, 0x00FF00ff] blue: [0x0000CDff, 0x0000FFff] meshes: square: ./assets/meshes/shapes/simple/square.obj body: ./assets/meshes/shapes/complex/borg_cube_body.obj lights: ./assets/meshes/shapes/complex/borg_cube_lights.obj materials: grass: !Diffuse spectrum_id: green metal: !Diffuse spectrum_id: white crystal: !Refractive spectrum_id: blue absorption: 0.2 refractive_index: 1.5 entities: # - material_id: grass # mesh_id: square # scale: 20 # rotation: [0, 0, 45] # translation: [0, 0, -5] - material_id: metal mesh_id: body scale: 4.0 - material_id: crystal mesh_id: lights scale: 4.0 lights: - position: [10, 30, 200] intensity: 1.0 colour: 0xffffaaff cameras: main_camera: engine: !Test [-100, -100, 100] position: [15, -15, 15] look_at: [0, 0, 0] field_of_view: 90 resolution: [1280, 1280] num_tiles: [8, 8] super_samples_per_axis: 1 outline_camera: engine: !Ambient effects: [!Outline , !OutlineOverlay ] position: [15, -15, 15] look_at: [0, 0, 0] field_of_view: 90 resolution: [1280, 1280] num_tiles: [8, 8] super_samples_per_axis: 1