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Add contemporary-bathroom scene, README updates

Matt Pharr 4 years ago
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2c074fccfe
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README.md.html

@@ -70,37 +70,72 @@ output from rendering each corresponding scene. All PNGs were generated
 using the `imgtool` program from the `pbrt-v3` distribution; many had a
 scale factor applied with the `--scale` command-line option, and a number
 include a bit of bloom to improve visual realism (via the `--bloomlevel` 
-and related command-line options.)
+and related command-line options.) Sometimes the corresponding `*.pbrt`
+file has a comment under the `Film` directive with the command line options
+that were used for `imgtool`.
+
+## A note about clamped sample values
+
+Some of these scenes have very difficult-to-sample light transport paths
+that in turn cause high variance, which manifests itself as scattered very
+bright pixels in images (often called "fireflies").  (For example, scenes
+with bumpy specular surfaces that are illuminated by realistic sky environment
+maps suffer from this issue when a path intersects the specular surface and
+is then scattered such that it happens to intersect the sun.)
+
+There is an option for pbrt's Film implementation that allows the user to
+specify a maximum value for the luminance of any sample added to the film;
+if enabled, any sample with a larger luminance has its luminance scaled
+down so that it is equal to the maximum. In turn, the impact of fireflies
+in images can be greatly reduced.
+
+We have used this option for a number of challenging scenes in the
+following. As such, **bias has been introduced into the the images that
+pbrt generates for those scenes**. We highlight this issue for two reasons:
+first, if you want to use those scenes as unbiased comparisons to another
+rendering system or to your implementation of a new light transport
+algorithm, it's important to be aware of this (and likely, to modify the
+scene files to disable this setting). Second, if you're developing a new
+light transport algorithm, these scenes provide a number of challenging
+situations that current algorithms don't handle well; new algorithms that
+handle them effectively would be useful contributions to rendering.
 
 ## Overview of Scenes
 
-![day](images/barcelona-pavillion/pavillion-day.png height="200px")
+![Barcelona Pavillion day](images/barcelona-pavillion/pavillion-day.png height="200px")
 
-![night](images/barcelona-pavillion/pavillion-night.png height="200px")
+![Barcelona Pavillion night](images/barcelona-pavillion/pavillion-night.png height="200px")
 
 [barcelona-pavillion](barcelona-pavillion): Model of van der Rohe's classic
-[Barcelona Pavillion](https://en.wikipedia.org/wiki/Barcelona_Pavilion),
-including both daytime and nighttime lighting setups.
+[Barcelona Pavilion](https://en.wikipedia.org/wiki/Barcelona_Pavilion),
+including both daytime and nighttime lighting setups. In the daytime setup,
+all illumination comes from a realistic sky model encoded in an HDR
+environment map. The night model has a very dark sky map and a number of
+area light sources; it is particularly challenging to render, as much of
+the illumination travels through one or more layers of glass before hitting
+a surface.
 
 ![](images/bathroom/bathroom.png height="200px")
 
 [bathroom](bathroom): Modern bathroom with soft indirect lighting and
-depth of field.
+depth of field. Given the mirrors and bright wight walls, multi-bounce
+indirect illumination has a substantial effect on the overall appearance
+of the scene.
 
 ![](images/bmw-m6/bmw-m6.png height="200px")
 
 [bmw-m6](bmw-m6): BMW M6 car (model year 2006) illuminated by a realistic
 skylight model.
 
-Fred C. M'ule Jr. ('tyrant monkey')
-
 ![](images/breakfast/breakfast-lamps.png height="200px")
 
 [breakfast](breakfast): Indoor scene with chairs around a table. One
-variant has light streaming in through blinds from the side, while
-another is only illuminated by the lights above the table. (For the
-second variant, light transport through the glass light fixtures is a
-good challenge for many light transport algorithms.)
+variant of the scene has light streaming in through blinds from the side
+such that most of the scene is only illuminated indirectly; finding these
+indirect illumination paths can be challenging.  Another variant is only
+illuminated by the lights above the table; handling the resulting light
+transport through the glass light fixtures is a good challenge for many
+light transport algorithms.
 
 ![](images/buddha-fractal/buddha-fractal.png height="200px")
 
@@ -116,7 +151,8 @@ new curve shape added to `pbrt` in the third edition of the book. Over
 
 ![](images/caustic-glass/f16-9c.png height="200px")
 
-[caustic-glass](caustic-glass): Caustic pattern projected through a realistic model of a
+[caustic-glass](caustic-glass): A delightfully complex caustic pattern that
+results from light being projected through a realistic model of a bumpy
 glass.
 
 ![](images/chopper-titan/chopper-titan.png height="200px")
@@ -124,22 +160,35 @@ glass.
 [chopper-titan](chopper-titan): Shiny motorcycle sitting on a glossy
 surface, illuminated by a sunset.
 
-![](images/cloud/f15-4c.png height="200px")
+![White cloud](images/cloud/cloud.png height="200px")
+
+![Smoky cloud](images/cloud/smoke.png height="200px")
 
 [cloud](cloud): One scene with a bright white cloud, showing the effect of
 multiple scattering in participating media, and another, with the same
-volume density but with much more absorption, showing the difference
-between highly-scattering and highly-absorptive media.
+volume density but with much more absorption, leading to a much darker
+cloud.  The two images show the difference between highly-scattering and
+highly-absorptive media.
 
 ![](images/coffee-splash/splash.png height="200px")
 
-[coffee-splash](coffee-splash): A splash of coffee in a cup with a spoon, showing a
-complex simulated BRDF for the cup and saucer, and scattering in
-participating media inside the splash. 
+[coffee-splash](coffee-splash): A splash of coffee in a cup with a spoon,
+rendered using a complex simulated BRDF for the cup and saucer, and
+multiple scattering in participating media inside the splash.
+
+![](images/contemporary-bathroom/contemporary-bathroom.png height="200px")
+
+[contemporary-bathroom](contemporary-bathroom): Another contemporary
+bathroom scene. This scene is quite challenging to render without visible
+noise: specular light transport by the large mirror and the 
+very small area light sources surrounded by glass in the light bulbs are
+difficult to render efficiently.
 
 ![](images/crown/crown.png height="200px")
 
-[crown](crown): Detailed model of the Austrian Imperial Crown.
+[crown](crown): Detailed model of the Austrian Imperial Crown, featuring an
+accurate reflection model for the gold metal surfaces, and many gems that
+refract light passing through them.
 
 ![](images/dragon/f9-3.png height="200px")
 
@@ -148,14 +197,16 @@ showing off the visual differences between them.
 
 ![](images/ecosys/ecosys.png height="200px")
 
-[ecosys](ecosys): Complex outdoor scene with many plants and trees.
+[ecosys](ecosys): Fairly complex outdoor scene with many plants and trees,
+illuminated by an environment map. This scene was used for the cover image
+for the first edition of _Physically Based Rendering_.
 
 [figures](figures): A variety of fairly simple scenes used for figures in the book.
 
 ![](images/ganesha/ganesha.png height="200px")
 
-[ganesha](ganesha): Very detailed scan of a small statue, illuminated by area
-light sources. 
+[ganesha](ganesha): Very detailed scan of a small statue with over 4.3
+million triangles, illuminated by a few area light sources.
 
 ![](images/head/head.png height="200px")
 
@@ -174,10 +225,12 @@ subsurface scattering.
 
 ![view-3](images/landscape/view-3.png height="200px")
 
-[landscape](landscape): Very complex realistic outdoor landscape scene, featuring
-23,241 unique plant models.  Thanks to object instancing, the scene has a
-total geometric complexity of 3.1 billion triangles, even though only 24
-million triangles need to be stored in memory.
+[landscape](landscape): Very complex realistic outdoor landscape scene,
+featuring 23,241 unique plant models.  Thanks to object instancing, the
+scene has a total geometric complexity of 3.1 billion triangles, even
+though only 24 million triangles need to be stored in memory. `view-0.pbrt`
+is the cover image of the third edition of the _Physically Based Rendering_
+book.
 
 ![](images/pbrt-book/book.png height="200px")
 
@@ -189,6 +242,8 @@ Based Rendering_ book.
 [sanmiguel](sanmiguel): A complex model inspired by a hotel in San Miguel de
 Allende, Mexico.
 
+![anim-bluespheres.pbrt](images/simple/anim-bluespheres.png height="200px")
+
 [simple](simple): A variety of relatively simple scenes.
 
 ![](images/sportscar/sportscar.png height="200px")
@@ -199,9 +254,9 @@ result.
 
 ![](images/sssdragon/dragon_10.png height="200px")
 
-[sssdragon](sssdragon): Dragon model rendered with subsurface scattering, showing
-the effect of changing the density of the scattering medium in the
-various scene description files.
+[sssdragon](sssdragon): Dragon model rendered with subsurface scattering,
+where multiple scene description files show the visual effect of changing
+the density of the scattering medium.
 
 ![](images/structuresynth/arcsphere.png height="200px")
 
@@ -294,7 +349,7 @@ results.
 Note that OBJ files only describe scene geometry; they don't include camera
 specifications or descriptions of light sources. (Thus, the generated pbrt
 input file only includes shape and material specifications that you'll need
-to add inside the WorldBegin/WorldEnd block of a full pbrt input file.)
+to add inside the `WorldBegin`/`WorldEnd` block of a full pbrt input file.)
 Unless you have camera and light source information separately, you'll need
 to specify both on your own (see "General Tips" below for some ideas about
 how to do this.)
@@ -393,28 +448,36 @@ Given good lighting, the next step is to tune the materials (or set them
 from scratch). It can be helpful to pick a material and set it to an
 extreme value (such as a "matte" material that is pure red) and render the
 scene; this quickly shows which geometric models have that material
-associated with it. Alternatively, consdier applying this
+associated with it. Alternatively, consider applying this
 [patch](html/mtl.patch.txt) to your pbrt source tree; after rebuilding
-pbrt, if you set the `PBRT_MTL_HACK` environment variable, rendering the
-scene will cause a separate image to be generated for each `NamedMaterial`
+pbrt, if you set the `PBRT_MTL_HACK` environment variable and render the
+scene, pbrt will generate a separate image for each `NamedMaterial`
 in the scene, with a filename corresponding to the material name. Each
-image will only include the objects with that material.
+of these images will only include the objects with that material, which
+makes it easier to see what's what.
 
 As you figure out which material names correspond to what geometry, watch
-for objects that are missing texture maps and re-add them. (The good news
-is that such objects generally do have correct texture coordinates with
-them.
+for objects that are missing texture maps and add `Texture` specifications
+for them and use them in the materials. (The good news is that such objects
+generally do have correct texture coordinates with them, so this mostly
+just works.)
 
 # Submitting Updates
 
 We'd love to increase the scope (and quality) of scenes available for use
 with `pbrt`. If you have a nice scene in `pbrt`'s format that you'd like to
 have included in this distribution, or if you have improvements to the
-current set of scenes, we'd love to have them!
+current set of scenes, we'd love to have them!  (Even finding additional
+good camera locations for the existing scenes or generating variants of
+some of the existing scenes with different lighting setups is helpful.)
+
+We're particularly interested in adding scenes that include complex and
+realistic character models as well as scenes with realistic distributions
+of hair or fur.
 
 Unfortunately, it's not possible to host large binary distributions on
-github, so it's a little more involved than sending a pull request. There
-are a few options for submitting updates.
+github, so submitting scene updates a little more involved than sending a
+pull request. There are a few options.
 
 * For changes small enough to be sent via email, you can use 
   `git format-patch` to make a patch that we can apply and push to the
@@ -437,14 +500,14 @@ are a few options for submitting updates.
   and made it available via a CC-BY license.
 
 * bathroom: Thanks to "nacimus", CC-BY license. Downloaded from
-  http://www.blendswap.com/blends/view/73937.
+  [Blendswap](http://www.blendswap.com/blends/view/73937).
 
 * bmw-m6: Thanks to Fred C. M'ule Jr. ("tyrant monkey" on BlendSwap) for
   this nice car model. CC-Zero (public domain) license. Downloaded from
-  http://www.blendswap.com/blends/view/3557.
+  [Blendswap](http://www.blendswap.com/blends/view/3557).
 
 * breakfast: Thanks to "Wig42", CC-BY license. Downloaded from
-  http://www.blendswap.com/blends/view/75431.
+  [Blendswap](http://www.blendswap.com/blends/view/75431).
 
 * buddha-fractal: Thanks for Guillermo M. Leal Llaguno for this fun variant
   of the Stanford Buddha model. (Buddha model courtesy [Stanford Computer
@@ -458,15 +521,30 @@ are a few options for submitting updates.
   the model.
 
 * chopper-titan: Thanks to julioras3d for this model; CC-BY
-  license. Downloaded from http://www.blendswap.com/blends/view/67726.
+  license. Downloaded from
+  [Blendswap](http://www.blendswap.com/blends/view/67726).
 
 * cloud: Smoke dataset courtesy Duc Nguyen and Ron Fedkiw.  Skylight
   environment map courtesy Nolan Goodnight.
 
-* coffee-splash: Scene thanks to "guismo"; CC-Attribution license.
-  Downloaded from http://www.blendswap.com/blends/view/56136. Environment map
+* coffee-splash: Scene thanks to "guismo"; CC-BY license.  Downloaded from
+  [Blendswap](http://www.blendswap.com/blends/view/56136). Environment map
   via http://dativ.at/lightprobes/index.html, thanks to Bernhard Vogl.
 
+* contemporary-bathroom: Scene thanks to
+  [Mareck](http://www.studios-cad.fr/galerie.html), CC-Zero (public domain)
+  license.  "contemporary_china" texture used for wallpaper thanks to [Adam
+  Charlts](http://subtlepatterns.com/contemporary-china/); texture contrast
+  was increased for the render. "American_walnut_pxr128" wood texture
+  courtesy [Pixar Animation
+  studios](https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html),
+  CC-BY 4.0 license. Abstract print seen in mirror based on a smoke
+  photograph by [Vanessa
+  Pike-Russell](https://www.flickr.com/photos/lilcrabbygal/), CC-BY
+  license; the photo was inverted and contrast was adjusted for rendering.
+  Hurricane image used for photo on wall courtesy [NASA Goddard Space
+  Flight Center](https://www.flickr.com/photos/gsfc), CC-BY license.
+  
 * crown: This amazing model was created by Martin Lubich
   (http://www.loramel.net/).
 
@@ -478,7 +556,7 @@ are a few options for submitting updates.
 
 * ganesha: Model scanned by Wenzel Jakob.
 
-* head: Model thanks to Infinite Realities, Inc., CC-Attribution license.
+* head: Model thanks to Infinite Realities, Inc., CC-BY license.
   Environment map thanks to [USC-ICT light probe image gallery](http://gl.ict.usc.edu/Data/HighResProbes/).
 
 * killeroos: Thanks to [headus](http://www.headus.com/au)/Rezard for the
@@ -512,8 +590,8 @@ are a few options for submitting updates.
   exported from Cinema4D using the [Cinema4D pbrt
   exporter](https://github.com/mmp/pbrt-v3/tree/master/exporters/cinema4d).
 
-* white-room: Scene thanks to Jay Hardy, CC-Attribution
-  license. Downloaded from http://www.blendswap.com/blends/view/41683.
+* white-room: Scene thanks to Jay Hardy, CC-BY
+  license. Downloaded from [Blendswap](http://www.blendswap.com/blends/view/41683).
 
 * yeahright: "Interesting" shape generated by Keenan Crane
   (http://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/).  Environment

+ 252 - 0
contemporary-bathroom/75302 - Contemporary Bathroom - License.html

@@ -0,0 +1,252 @@
+<!doctype html>
+<html lang="en">
+<head>
+	<meta charset="UTF-8">
+	<title>Contemporary Bathroom by Mareck - 75302 - Creative Commons License</title>
+	<style>
+	html {
+		background: #E1E4E2;
+	}
+	html,body {
+		margin:0;
+		padding:0;
+		font-family: 'Nimbus Sans L', 'Liberation Sans', 'Helvetica Neue', 'Helvetica', 'Arial', sans-serif;
+		color:#525B5F;
+	}
+	div {
+		padding:16px 32px;
+	}
+	.content {
+		width:100%;
+		max-width:720px;
+		margin:auto;
+	}
+	.license {
+		color:white;
+		background:#373C40;
+		margin: 32px 0;
+	}
+	.main {
+		background: #f0f0f0;
+	}
+	a:link,a:visited {
+		text-decoration: none;
+		color:#FF5E00;
+	}
+	a:hover {
+		text-decoration: underline;
+		color:red;
+	}
+	img {
+		vertical-align: top;
+	}
+	hr {
+		height:0;
+		border-top: 1px solid #D1D4D2;
+		border-bottom: 1px solid white;
+		border-right: none;
+		border-left: none;
+	}
+	:target {
+	  -webkit-animation: highlight 2s ease;
+	  -moz-animation: highlight 2s ease;
+	  -o-animation: highlight 2s ease;
+	  animation: highlight 2s ease;
+	}
+
+	@-webkit-keyframes highlight {
+	  0% {
+	    background: rgba(255, 94, 0, 0.25);
+	  }
+
+	  50% {
+	    background: rgba(255, 94, 0, 0.25);
+	  }
+
+	  100% {
+	    background: transparent;
+	  }
+	}
+
+	@-moz-keyframes highlight {
+	  0% {
+	    background: rgba(255, 94, 0, 0.25);
+	  }
+
+	  50% {
+	    background: rgba(255, 94, 0, 0.25);
+	  }
+
+	  100% {
+	    background: transparent;
+	  }
+	}
+
+	@-o-keyframes highlight {
+	  0% {
+	    background: rgba(255, 94, 0, 0.25);
+	  }
+
+	  50% {
+	    background: rgba(255, 94, 0, 0.25);
+	  }
+
+	  100% {
+	    background: transparent;
+	  }
+	}
+	* {
+		-webkit-box-sizing:border-box;
+		-moz-box-sizing:border-box;
+		-ms-box-sizing:border-box;
+		-o-box-sizing:border-box;
+		box-sizing:border-box;
+	}
+	</style>
+</head>
+<body class="frontend">
+	<div class="content">
+		<div class="main">
+			<header>
+				<a href="#license">License</a> | 
+				<a href="#info">Information</a> | 
+				<a href="#moderation">Moderation</a> | 
+				<a href="#notes">Notes</a>
+				<hr />
+			</header>
+
+			<section id="license"></section>
+			<h1 id="license">
+				<img src="preview_75302.jpg" alt="">
+				<a taget="_blank" href="http://www.blendswap.com/blends/view/75302">Contemporary Bathroom</a>
+			</h1>
+
+			<div class="license">
+
+			<h2>VERY IMPORTANT LICENSE INFORMATION:</h2>
+
+			<p>This file has been released by <a taget="_blank" href="http://www.blendswap.com/users/view/Mareck">Mareck</a> under the following license:</p>
+			<h2>
+				<a href="http://creativecommons.org/publicdomain/mark/1.0/" target="_blank">Creative Commons Zero (Public Domain)</a>
+			</h2>
+			
+			<p>
+				You can use this model for any porposes according to the following conditions:
+			</p>
+
+			<ul>
+			<li>There are no requirements for CC-Zero licensed blends.</li>
+			</ul>
+
+			</div>
+
+			<hr />
+			
+			<section id="info">
+				<h3>Blend information</h3>
+				<ul>
+					<li>
+						<strong>Name:</strong> 
+						<a target="_blank" href="http://www.blendswap.com/blends/view/75302">Contemporary Bathroom</a>
+					</li>
+					<li>
+						<strong>Author:</strong> 
+						<a target="_blank" href="http://www.blendswap.com/users/view/Mareck">Mareck</a>.
+					</li>
+					<li>
+						<strong>Premalink:</strong> 
+						<a target="_blank" href="http://www.blendswap.com/blends/view/75302">http://www.blendswap.com/blends/view/75302</a>.
+					</li>
+					<li>
+						<strong>For Blender 2.52 and up.</strong>
+					</li>
+					<li>
+						<strong>Description:</strong><br>
+						<p>This is a bathroom from Hart Wright Architectes.</p>
+<p>I've made this pictur
+e for the Architecture Academy course.</p>
+<p>I've modeled everything except the
+ geodes for the bulb.</p>
+<p>Thanks to Bjo for this.</p>
+<p>Link to the Geodes:Â
+ <a href="http://www.blendswap.com/blends/view/45125">http://www.blendswap.com/b
+lends/view/45125</a></p>
+<p> </p>
+<p>The textures aren't packed in the blend ex
+cept the ones i've made, and i haven't retopologized the bathtube leg.</p>
+<p>La
+st thing, the assets are grouped for a simple reuse.</p>
+<p>This blend is CC Zer
+o but if you want you can credit me with a link to my galery:</p>
+<p><a href="ww
+w.studios-cad.fr/galerie.html">Studio S - Gallery</a></p>
+
+					</li>
+				</ul>
+				<hr />
+			</section>
+			
+			<section id="moderation">
+				<h3>Help us moderate this blend</h3>
+				<p>
+					If you encounter any problems with this blend including:
+				</p>
+				<ul>
+					<li>
+						Broken links to other blends.
+					</li>
+					<li>
+						Missing textures and other internal assets.
+					</li>
+					<li>
+						Innacurate preview images on the site.
+					</li>
+					<li>
+						Render results are not the same as advertised by the author.
+					</li>
+					<li>
+						Illegal distribution of third party files/assets.
+					</li>
+					<li>
+						Ripping from a game or other 3D assets library.
+					</li>
+					<li>
+						Uncredited or incorrect use of CC licensed assets.
+					</li>
+					<li>
+						Other issues <sup><a href="#notes">1</a></sup>
+					</li>
+				</ul>
+				<p>
+					Please submit a report of the problem from 
+					<a href="http://www.blendswap.com/reports/blend/75302">here</a>. 
+					<strong>PROVIDE EVIDENCE OF THE PROBLEM</strong> (screen shots, renders, 
+					links, etc.) so we can solve the issue.
+				</p>
+				<hr>
+			</section>
+			
+			<section id="notes">
+				<h4 id="notes">Notes</h4>
+				<ul>
+					<li>
+						<small>
+							Please do not report blends when you don't know about a feature in Blender. 
+							Authors will get a worrying email when their blend is reported, so please 
+							avoid them the hassle. If you have a question about how to use a blend please 
+							first leave a cool comment in the comment section instead of sending a Report, 
+							<strong>Reports are for serious stuff</strong>. Thanks.
+						</small>
+					</li>
+				</ul>
+				<hr />
+			</section>
+
+			<footer>
+				<a href="http://www.blendswap.com">Blend Swap, LLC.</a>.
+			</footer>
+
+		</div>
+	</div>
+</body>
+</html>

BIN
contemporary-bathroom/bsdfs/ceramic.bsdf


+ 55 - 0
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+
+Film "image"
+    "integer xresolution" 400 "integer yresolution" 400
+#    "integer xresolution" 500 "integer yresolution" 500
+    "integer xresolution" 800 "integer yresolution" 800
+    "string filename" "contemporary-bathroom.exr"
+    "float scale" 3
+"float maxsampleluminance" 50
+
+# imgtool convert -bloomlevel 500 -bloomscale .005 contemporary-bathroom.{exr,png}
+
+Scale -1 1 1
+LookAt 0 1.25 -.5   -10 0 -9  0 1 0
+Camera "perspective" "float fov" 65
+
+Sampler "sobol" "integer pixelsamples" 8192
+Integrator "bdpt" "integer maxdepth" 10
+
+WorldBegin
+
+###########################################################################
+# lights
+
+# window
+AttributeBegin
+    NamedMaterial "light"
+    AreaLightSource "diffuse" "blackbody L" [6500 10]
+    Shape "plymesh" "string filename" "geometry/mesh_00023.ply" 
+AttributeEnd
+
+AttributeBegin
+Rotate 125 0 1 0  # 125 -> ~100 is more straight through the window 
+Rotate -90 1 0 0
+# imgtool makesky -turbidity 5 -elevation 30 --outfile textures/sky.exr
+#LightSource "infinite" "string mapname" "textures/sky.exr"
+#   "rgb L" [270 270 270] 
+AttributeEnd
+
+# filaments in light bulbs
+AttributeBegin
+    NamedMaterial "low_light"
+    AreaLightSource "diffuse" "blackbody L" [ 4000 7000 ]
+    Shape "plymesh" "string filename" "geometry/mesh_00060.ply" 
+    Shape "plymesh" "string filename" "geometry/mesh_00061.ply" 
+    Shape "plymesh" "string filename" "geometry/mesh_00066.ply" 
+    Shape "plymesh" "string filename" "geometry/mesh_00881.ply" 
+AttributeEnd
+
+###########################################################################
+
+Include "materials.pbrt"
+
+Include "geometry.pbrt"
+
+WorldEnd

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