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