This scene shows reflections, with reflected rays up to a recursive depth of 8 reflected rays, in addition to the primary ray.
The specular calculations use the Hall lighting model with the halfway vector now, instead of the prior Phong specular model.
Rendering uses BVH acceleration and adaptive supersampling with two levels of subdivision.
The shadow rays now use BVH acceleration as well, which they previously didn't.
Rendering time using on my M1 Mac Mini was 124 seconds.
The camera for the scene is setup at (0,0,4) for the eye point, with a view direction of (0,0,-1) and a view up direction of (0, 1,0 ). The view plane distance is 6, and the horizontal camera angle is PI / 6.
The scene has three point light sources:
The scene has a floor (made from a scaled cube) underneath to provide a surface for shadows. The other objects are four spheres, a cube, a mesh cylinder, a bunny, a cow, and a teddy bear.
Bunny transform[ translate=[0, -1, 0] scale=[2, 2, 2] rotate=[0, -1.0472, 0] ] surface[ colors diffuse=(0.8, 0.2, 0.9), ambient=(0.8, 0.2, 0.9), specular=(1, 1, 1) coeff. diffuse=0.5, ambient=0.1, specular=0.7 specular factor=30 reflection=0.1 ] Sphere 1 center=[3, -1.1, -5] radius=0.7 surface[ colors diffuse=(0.0117647, 0.32549, 0.592157), ambient=(1, 1, 1), specular=(1, 1, 1) coeff. diffuse=0.8, ambient=0.1, specular=0.4 specular factor=25 reflection=0.1 ] Sphere 2 center=[-2.9, -1, -1.5] radius=1 surface[ colors diffuse=(1, 1, 1), ambient=(1, 1, 1), specular=(1, 1, 1) coeff. diffuse=0.05, ambient=0.05, specular=0.1 specular factor=999 reflection=1 ] Sphere 3 center=[2, 1, -20] radius=8 surface[ colors diffuse=(0.470588, 0.988235, 0.54902), ambient=(1, 1, 1), specular=(1, 1, 1) coeff. diffuse=0.8, ambient=0.1, specular=0.4 specular factor=25 reflection=0.5 ] Sphere 4 center=[6, 0.2, -9] radius=2 surface[ colors diffuse=(0.988235, 0.0784314, 0.0784314), ambient=(1, 1, 1), specular=(1, 1, 1) coeff. diffuse=0.8, ambient=0.1, specular=0.4 specular factor=25 reflection=0.1 ] Teddy transform[ translate=[-3, 1, -9] scale=[0.15, 0.15, 0.15] rotate=[0, 0.785398, 0] ] surface[ colors diffuse=(0, 0.117647, 1), ambient=(0, 0.117647, 1), specular=(1, 1, 1) coeff. diffuse=0.5, ambient=0.1, specular=0.5 specular factor=25 reflection=0.3 ] Cow transform[ translate=[-3.3, -0.3, -2.2] scale=[3.2, 3.2, 3.2] rotate=[0, -1.5708, 0] ] surface[ colors diffuse=(0.909804, 0.388235, 0.0392157), ambient=(0.909804, 0.388235, 0.0392157), specular=(1, 1, 1) coeff. diffuse=0.3, ambient=0.1, specular=0.6 specular factor=15 reflection=0.1 ] Cylinder transform[ translate=[3, -1, -2] scale=[1, 1, 1] rotate=[0.523599, 0, 0] ] surface[ colors diffuse=(0.988235, 0.85098, 0), ambient=(0.988235, 0.85098, 0), specular=(0.988235, 0.85098, 0) coeff. diffuse=0.8, ambient=0.05, specular=0.05 specular factor=2 reflection=0.1 ] Cube transform[ translate=[0, 3.5, -11] scale=[1, 1, 1] rotate=[0, -1.0472, 0] ] surface[ colors diffuse=(0, 0.117647, 0.423529), ambient=(0, 0.117647, 0.423529), specular=(0, 0.117647, 0.423529) coeff. diffuse=0.8, ambient=0.1, specular=0.4 specular factor=25 reflection=0.1 ] Floor transform[ translate=[0, -2, -6.7] scale=[14, 0.2, 14] rotate=[0, -0.523599, 0] ] surface[ colors diffuse=(0.8, 0.8, 0.8), ambient=(0.8, 0.8, 0.8), specular=(0.8, 0.8, 0.8) coeff. diffuse=0.8, ambient=0.1, specular=0.1 specular factor=2 reflection=0 ]