<?xml version="1.0" encoding="utf-8"?>
<scene>
	<renderer_settings>
		<uid>1</uid>
		<name>Render Settings</name>
		<bidirectional>false</bidirectional>
		<verbose>false</verbose>
		<write_aperture_preview>false</write_aperture_preview>
		<save_tonemapped_exr>false</save_tonemapped_exr>
		<save_untonemapped_exr>false</save_untonemapped_exr>
		<save_igi>false</save_igi>
		<save_png>true</save_png>
		<auto_choose_num_threads>true</auto_choose_num_threads>
		<cache_trees>true</cache_trees>
		<metropolis>false</metropolis>
		<logging>true</logging>
		<watermark>false</watermark>
		<aperture_diffraction>false</aperture_diffraction>
		<post_process_diffraction>true</post_process_diffraction>
		<material_id_tracer>false</material_id_tracer>
		<render_foreground_alpha>false</render_foreground_alpha>
		<depth_pass>false</depth_pass>
		<shadow_pass>false</shadow_pass>
		<info_overlay>false</info_overlay>
		<wait_for_slave_frames_on_stop>false</wait_for_slave_frames_on_stop>
		<close_gui_on_halt>false</close_gui_on_halt>
		<save_images_on_close>false</save_images_on_close>
		<glass_acceleration>false</glass_acceleration>
		<vignetting>true</vignetting>
		<merging>true</merging>
		<dithering>true</dithering>
		<max_depth>6</max_depth>
		<max_num_consec_rejections>1200</max_num_consec_rejections>
		<num_threads>1</num_threads>
		<width>1120</width>
		<height>700</height>
		<super_sample_factor>1</super_sample_factor>
		<bih_tri_threshold>1100000</bih_tri_threshold>
		<batched>false</batched>
		<gpu>false</gpu>
		<halt_time>-1</halt_time>
		<halt_samples_per_pixel>-1</halt_samples_per_pixel>
		<frame_upload_period>40</frame_upload_period>
		<large_mutation_prob>0.4</large_mutation_prob>
		<max_change>0.01</max_change>
		<image_save_period>900</image_save_period>
		<hybrid>false</hybrid>
		<splat_filter>
			<fastbox/>
		</splat_filter>
		<downsize_filter>
			<mn_cubic>
				<blur>1</blur>
				<ring>0</ring>
				<radius>1.6</radius>
			</mn_cubic>
		</downsize_filter>
		<white_point>
			0.333333 0.333333			
		</white_point>
		<layer_setting>
			<name>Layer 0</name>
			<xyz>1 1 1</xyz>
			<gain>1</gain>
		</layer_setting>
	</renderer_settings>

	<camera>
		<uid>2</uid>
		<name>Camera</name>
		<aperture_radius>0.0001</aperture_radius>
		<focus_distance>5.527243614</focus_distance>
		<sensor_width>0.027</sensor_width>
		<lens_sensor_dist>0.045</lens_sensor_dist>
		<exposure_duration>0.03333333333333333</exposure_duration>
		<lens_shift_up_distance>0</lens_shift_up_distance>
		<lens_shift_right_distance>0</lens_shift_right_distance>
		<aperture_shape>
			<circular/>
		</aperture_shape>
		<keyframe>
			<time>0</time>
			<pos>-0.47493215600212985 -1.76465806865677 0.19699505310320983</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<up>-0.0034809869035286266 0.13926545849559333 0.9902489660687304</up>
		<forwards>-0.024743877084770896 0.9899397735958504 -0.13930895592104037</forwards>
		<camera_type>thin-lens-perspective</camera_type>
	</camera>

	<tonemapping>
		<uid>3</uid>
		<name>Tone Mapping</name>
		<reinhard>
			<pre_scale>4</pre_scale>
			<post_scale>1</post_scale>
			<burn>6</burn>
		</reinhard>
	</tonemapping>

	<material>
		<uid>4</uid>
		<name>ball</name>
		<phong>
			<diffuse_albedo>
				<shader>
						<shader><![CDATA[
def eval(vec3 pos) vec3 :
vec3( 
	noise(
		getTexCoords(0) +
		vec2(
			real(objectId())
		) 
	) ,0,0)
					]]></shader>
				</shader>
			</diffuse_albedo>
			<exponent>
					<constant>100</constant>
			</exponent>
			<layer>0</layer>
			<ior>1.2</ior>
			<nk_data></nk_data>
		</phong>
	</material>

	<material>
		<uid>5</uid>
		<name>bumpball</name>
		<phong>
			<diffuse_albedo>
				<constant>
					<rgb>
						<rgb>0.8 0.3 0.5</rgb>
						<gamma>1</gamma>
					</rgb>
				</constant>
			</diffuse_albedo>
			<exponent>
					<constant>100</constant>
			</exponent>
			<bump>
				<shader>
						<shader><![CDATA[
def eval() real :
noise(
	getTexCoords(0) + 
	vec2(
		real(objectId())
	) 
)
					]]></shader>
				</shader>
			</bump>
			<layer>0</layer>
			<ior>1.2</ior>
			<nk_data></nk_data>
		</phong>
	</material>

	<sphere>
		<uid>6</uid>
		<name>Sphere</name>
		<keyframe>
			<time>0</time>
			<pos>-0.75 -0.44 0.12</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<radius>0.1</radius>
		<material_uid>4</material_uid>
	</sphere>

	<sphere>
		<uid>7</uid>
		<name>Sphere</name>
		<keyframe>
			<time>0</time>
			<pos>-0.5 -0.44 0.12</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<radius>0.1</radius>
		<material_uid>4</material_uid>
	</sphere>

	<sphere>
		<uid>8</uid>
		<name>Sphere</name>
		<keyframe>
			<time>0</time>
			<pos>-0.25 -0.44 0.12</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<radius>0.1</radius>
		<material_uid>4</material_uid>
	</sphere>

	<sphere>
		<uid>9</uid>
		<name>Sphere</name>
		<keyframe>
			<time>0</time>
			<pos>-0.75 -0.44 -0.12</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<radius>0.1</radius>
		<material_uid>5</material_uid>
	</sphere>

	<sphere>
		<uid>10</uid>
		<name>Sphere</name>
		<keyframe>
			<time>0</time>
			<pos>-0.5 -0.44 -0.12</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<radius>0.1</radius>
		<material_uid>5</material_uid>
	</sphere>

	<sphere>
		<uid>11</uid>
		<name>Sphere</name>
		<keyframe>
			<time>0</time>
			<pos>-0.25 -0.44 -0.12</pos>
			<rotation_quaternion>
				<axis>0 0 1</axis>
				<angle>0</angle>
			</rotation_quaternion>
		</keyframe>
		<radius>0.1</radius>
		<material_uid>5</material_uid>
	</sphere>

	<background_settings>
		<uid>12</uid>
		<name>Background Settings</name>
		<background_material>
			<material>
				<name></name>
				<sunsky>
					<sundir>0.3 0.3 1</sundir>
					<turbidity>2</turbidity>
					<extra_atmospheric>false</extra_atmospheric>
					<enable_sky>true</enable_sky>
					<sun_layer>0</sun_layer>
					<sky_layer>0</sky_layer>
					<model>original</model>
				</sunsky>
			</material>
		</background_material>
	</background_settings>
</scene>
