Blender渲染
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  1. <?php
  2. namespace Blobt\Luxcore\scene;
  3. use Blobt\Luxcore\scene\materials;
  4. use Blobt\Luxcore\scene\materials\Emission;
  5. use Blobt\Luxcore\scene\objects;
  6. use Blobt\Luxcore\scene\render;
  7. use Blobt\Luxcore\scene\texture;
  8. include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
  9. echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>渲染配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>';
  10. echo "\n\n\n\n";
  11. //设置打印 渲染引擎 的配置参数
  12. $renderEngine = new render\RenderEngine();
  13. echo $renderEngine;
  14. //设置打印GPU渲染设备的配置参数
  15. $openCL = new render\OpenCL();
  16. echo $openCL;
  17. //设置打印光线跟踪的配置参数
  18. $path = new render\Path( new render\PathDepth( ['total'=>24,'glossy'=>12] ) );
  19. echo $path;
  20. //设置打印 采样器 配置参数
  21. $sampler = new render\Sampler();
  22. echo $sampler;
  23. //设置打印 灯光策略 配置参数
  24. $lightStrategy = new render\LightStrategy();
  25. echo $lightStrategy;
  26. //设置打印 文件储存格式 配置参数
  27. $filesaver = new render\FileSaver();
  28. echo $filesaver;
  29. //设置打印 渲染终止 配置参数
  30. $batch = new render\Batch();
  31. echo $batch;
  32. //设置打印 场景属性 配置参数
  33. $scene = new render\Scene();
  34. echo $scene;
  35. //设置打印 “胶片” 配置参数
  36. $film = new render\Film( new render\NoiseEstimation(),new render\Filter() );//添加一个胶片,
  37. $img = new render\Image();
  38. $img->effect = [new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()];
  39. $film->addImage($img);
  40. $film->addImage(new render\Image(['type' => 'ALBEDO']));
  41. $film->addImage(new render\Image(['type' => 'AVG_SHADING_NORMAL']));
  42. $img = new render\Image();
  43. $img->effect = [new render\effect\NoiseReducerOIDN(),new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()];
  44. $film->addImage($img);
  45. echo $film;
  46. echo "\n\n\n\n";
  47. echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>场景配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>';
  48. echo "\n\n\n\n";
  49. $scene = new Scene();//创建一个场景,
  50. //添加第一个模型
  51. $obj = new objects\Objects( [ '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
  52. $baseColor = new texture\map\Clouds( new texture\mapping\Mapping() );
  53. $bump = new texture\map\ImageMap( new texture\mapping\Mapping() );
  54. $ior = new texture\map\ImageMap( new texture\mapping\Mapping() );
  55. $baseColor = $scene->addTexture($baseColor);
  56. $bump = $scene->addTexture($bump);
  57. $ior = $scene->addTexture($ior);
  58. $disney = new materials\Disney(); //创建一个 Disney 材质
  59. $disney->setBaseColor($baseColor);
  60. $disney->setBumptex($bump);
  61. $disney->setFilmior($ior);
  62. $disney = $scene->addMaterial($disney); //将材质存入材质数组,并获得其键名
  63. $metal = new materials\Metal(); //创建一个 Metal 材质
  64. $metal->setRefraction($baseColor);
  65. $metal->setBumptex($bump);
  66. $metal = $scene->addMaterial($metal); //将材质存入材质数组,并获得其键名
  67. $mix = new materials\Mix(); //创建 Mix 材质,
  68. $mix->setMaterial1($disney); //为材质通道1 指定一个键名
  69. $mix->setMaterial2($metal); //为材质通道2 指定一个键名
  70. $mix->setAmount($baseColor); //指定混合系数为 0.6
  71. $mix = $scene->addMaterial($mix); //将材质存入材质数组,并获得其键名
  72. $obj->setMaterial($mix) ; //为模型的材属性 指定一个键名
  73. $scene->addObjects($obj); //将模型添加到场景中
  74. /*
  75. //添加第二个模型
  76. $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,
  77. $obj->material = new materials\Metal( ['fresnel' => "2517393611944Fresnel"] ); //为模型创建一个 金属 类型的材质
  78. $scene->addObject($obj); //将模型添加到场景中
  79. */
  80. echo $scene;
  81. ?>