Blender渲染
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  1. <?php
  2. namespace Blobt\Luxcore\scene;
  3. include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
  4. include dirname(dirname(__FILE__)) . "/src/core/AutuHandle.php";
  5. /*
  6. echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>渲染配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>';
  7. echo "\n\n\n\n";
  8. //设置打印 渲染引擎 的配置参数
  9. $renderEngine = new render\RenderEngine();
  10. echo $renderEngine;
  11. //设置打印GPU渲染设备的配置参数
  12. $openCL = new render\OpenCL();
  13. echo $openCL;
  14. //设置打印光线跟踪的配置参数
  15. $path = new render\Path( new render\PathDepth( ['total'=>24,'glossy'=>12] ) );
  16. echo $path;
  17. //设置打印 采样器 配置参数
  18. $sampler = new render\Sampler();
  19. echo $sampler;
  20. //设置打印 灯光策略 配置参数
  21. $lightStrategy = new render\LightStrategy();
  22. echo $lightStrategy;
  23. //设置打印 文件储存格式 配置参数
  24. $filesaver = new render\FileSaver();
  25. echo $filesaver;
  26. //设置打印 渲染终止 配置参数
  27. $batch = new render\Batch();
  28. echo $batch;
  29. //设置打印 场景属性 配置参数
  30. $scene = new render\Scene();
  31. echo $scene;
  32. //设置打印 “胶片” 配置参数
  33. $film = new render\Film( new render\NoiseEstimation(),new render\Filter() );//添加一个胶片,
  34. $img = new render\Image();
  35. $img->effect = [new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()];
  36. $film->addImage($img);
  37. $film->addImage(new render\Image(['type' => 'ALBEDO']));
  38. $film->addImage(new render\Image(['type' => 'AVG_SHADING_NORMAL']));
  39. $img = new render\Image();
  40. $img->effect = [new render\effect\NoiseReducerOIDN(),new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()];
  41. $film->addImage($img);
  42. echo $film;
  43. */
  44. echo "\n\n\n\n";
  45. echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>场景配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>';
  46. echo "\n\n\n\n";
  47. $scene = new Scene();//创建一个场景,
  48. //添加第一个模型
  49. $obj = new objects\Objects( null,[ 'ply' => 'mesh-10086.ply','appliedtransformation' => '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1' ] ); //创建一个的模型
  50. $cloudsMap = new texture\map\Clouds(); //创建一个 Clouds类的贴图对象
  51. $scene->registerTexture($cloudsMap); //将这个对象注册到 Scene
  52. $imageMap = new texture\map\ImageMap(); //创建一个 ImageMap类的贴图对象
  53. $scene->registerTexture($imageMap); //将这个对象注册到 Scene
  54. $blend = new texture\map\Blend(); //创建一个 Blend类的贴图对象
  55. $scene->registerTexture($blend); //将这个对象注册到 Scene
  56. $disney = new materials\Disney(); //创建一个 Disney 材质对象
  57. $disney->setBaseColor($cloudsMap); //为 basecolor 指定一个贴图对象,如果这个对象没有注册到Scene,则 set函数抛出异常,以下同理
  58. $disney->setMetallic($blend);
  59. $disney->setBumptex($imageMap);
  60. $scene->registerMaterial($disney); //将这个对象注册到 Scene
  61. $metal = new materials\Metal(); //创建一个 Disney 材质对象
  62. $metal->setRefraction($imageMap);
  63. $metal->setBumptex($cloudsMap);
  64. $scene->registerMaterial($metal); //将这个对象注册到 Scene
  65. $mix = new materials\Mix(); //创建 Mix 材质对象
  66. $mix->setMaterial1($disney); //为材质通道1 指定一个键名
  67. $mix->setMaterial2($metal); //为材质通道2 指定一个键名
  68. $mix->setAmount($blend ); //指定混合系数为 0.6
  69. $scene->registerMaterial($mix); //将这个对象注册到 Scene
  70. $obj->setMaterial($mix) ; //为模型的指定一个混合材质
  71. $scene->registerObjects($obj); //将模型添加到场景中
  72. /*
  73. //添加第二个模型
  74. $obj = new objects\Objects( [ 'ply' => 'mesh-119.ply','appliedtransformation' => '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1' ] ); //创建一个的模型,
  75. $obj->material = new materials\Metal( ['fresnel' => "2517393611944Fresnel"] ); //为模型创建一个 金属 类型的材质
  76. $scene->addObject($obj); //将模型添加到场景中
  77. */
  78. echo $scene;
  79. ?>