outputs[] = new file\ImageSaver(['type' => file\ImageSaver::TYPE_RGBA ]); $film->outputs[] = new file\ImageSaver(['type' => file\ImageSaver::TYPE_MATERIAL_ID ]); $film->outputs[] = new file\ImageSaver(['index' => 5 ]); $film->imagepipelines[5] = [new effect\NoiseReducerOIDN(),new effect\Pretreatment(),new effect\ToneMapLinear(),new effect\AnalogFilmSimulation(),new effect\CammaCorrection()]; echo $film; */ $scene = new Scene();//创建一个场景, $scene->materials[7] = new materials\Mix(); //在场景中创建一个编号为7的 Mix材质, $scene->materials[7]->material1 = 'wood1'; //指定混合材质的第一个材质为 wood1 $scene->materials[7]->material2 = 'wood2'; //指定混合材质的第二个材质为 wood2 $scene->materials[7]->amount = 0.6; //指定混合系数为 0.6 $scene->objects[0] = new Objects(); //在场景中创建一个编号为0的模型, $scene->objects[0]->material = 7; //为模型指定编号为7的材质 $scene->objects[0]->ply = 'mesh-00000.ply'; //为模型指定网格 $scene->objects[0]->camerainvisible = false; //是否对摄像机隐藏, $scene->objects[0]->id = 10086; //为模型指定ID $scene->objects[0]->appliedtransformation = '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1'; //设置模型的位值参数 $scene->materials[8] = new materials\Metal(); //在场景中创建一个编号为8的 Metal材质, $scene->materials[8]->fresnel = "2517393611944Fresnel"; //指定金属材质菲列尔参数为一个颜色类型的贴图 $scene->objects[1] = new Objects(); //在场景中创建一个编号为1的模型, $scene->objects[1]->material = 8; //为模型指定编号为8的材质 $scene->objects[1]->ply = 'mesh-119.ply'; //为模型指定网格 $scene->objects[1]->camerainvisible = false; //是否对摄像机隐藏, $scene->objects[1]->id = 911; //为模型指定ID $scene->objects[1]->appliedtransformation = '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1'; //设置模型的位值参数 echo $scene; ?>