>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>渲染配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>'; echo "\n\n\n\n"; //设置打印 渲染引擎 的配置参数 $renderEngine = new render\RenderEngine(); echo $renderEngine; //设置打印GPU渲染设备的配置参数 $openCL = new render\OpenCL(); echo $openCL; //设置打印光线跟踪的配置参数 $path = new render\Path( new render\PathDepth( ['total'=>24,'glossy'=>12] ) ); echo $path; //设置打印 采样器 配置参数 $sampler = new render\Sampler(); echo $sampler; //设置打印 灯光策略 配置参数 $lightStrategy = new render\LightStrategy(); echo $lightStrategy; //设置打印 文件储存格式 配置参数 $filesaver = new render\FileSaver(); echo $filesaver; //设置打印 渲染终止 配置参数 $batch = new render\Batch(); echo $batch; //设置打印 场景属性 配置参数 $scene = new render\Scene(); echo $scene; //设置打印 “胶片” 配置参数 $film = new render\Film( new render\NoiseEstimation(),new render\Filter() );//添加一个胶片, $img = new render\Image(); $img->effect = [new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()]; $film->addImage($img); $film->addImage(new render\Image(['type' => 'ALBEDO'])); $film->addImage(new render\Image(['type' => 'AVG_SHADING_NORMAL'])); $img = new render\Image(); $img->effect = [new render\effect\NoiseReducerOIDN(),new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()]; $film->addImage($img); echo $film; echo "\n\n\n\n"; echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>场景配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>'; echo "\n\n\n\n"; $scene = new Scene();//创建一个场景, //添加第一个模型 $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 $baseColor = new texture\map\Clouds( new texture\mapping\Mapping() ); $bump = new texture\map\ImageMap( new texture\mapping\Mapping() ); $ior = new texture\map\ImageMap( new texture\mapping\Mapping() ); $baseColor = $scene->addTexture($baseColor); $bump = $scene->addTexture($bump); $ior = $scene->addTexture($ior); $disney = new materials\Disney(); //创建一个 Disney 材质 $disney->setBaseColor($baseColor); $disney->setBumptex($bump); $disney->setFilmior($ior); $disney = $scene->addMaterial($disney); //将材质存入材质数组,并获得其键名 $metal = new materials\Metal(); //创建一个 Metal 材质 $metal->setRefraction($baseColor); $metal->setBumptex($bump); $metal = $scene->addMaterial($metal); //将材质存入材质数组,并获得其键名 $mix = new materials\Mix(); //创建 Mix 材质, $mix->setMaterial1($disney); //为材质通道1 指定一个键名 $mix->setMaterial2($metal); //为材质通道2 指定一个键名 $mix->setAmount($baseColor); //指定混合系数为 0.6 $mix = $scene->addMaterial($mix); //将材质存入材质数组,并获得其键名 $obj->setMaterial($mix) ; //为模型的材属性 指定一个键名 $scene->addObjects($obj); //将模型添加到场景中 /* //添加第二个模型 $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, $obj->material = new materials\Metal( ['fresnel' => "2517393611944Fresnel"] ); //为模型创建一个 金属 类型的材质 $scene->addObject($obj); //将模型添加到场景中 */ echo $scene; ?>