Blender渲染
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<?php
namespace Blobt\Luxcore\scene;
use Blobt\Luxcore\scene\materials;
use Blobt\Luxcore\scene\objects;
use Blobt\Luxcore\scene\render;
include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>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 RenderEngine();
echo $renderEngine;
//设置打印GPU渲染设备的配置参数
$openCL = new OpenCL();
echo $openCL;
//设置打印光线跟踪的配置参数
$path = new Path();
echo $path;
//设置打印 采样器 配置参数
$sampler = new Sampler();
echo $sampler;
//设置打印 灯光策略 配置参数
$lightStrategy = new LightStrategy();
echo $lightStrategy;
//设置打印 文件储存格式 配置参数
$filesaver = new FileSaver();
echo $filesaver;
//设置打印 渲染终止 配置参数
$batch = new Batch();
echo $batch;
//设置打印 场景属性 配置参数
$scene = new Scene();
echo $scene;
*/
//设置打印 “胶片” 配置参数
$film = new render\Film();//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
$material1 = new materials\Disney(); //创建一个 Disney 材质
$material2 = new materials\Metal(); //创建一个 Metal 材质
$material1 = $scene->setMaterial($material1); //将材质存入材质数组,并获得其键名
$material2 = $scene->setMaterial($material2); //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->material1 = $material1; //为材质通道1 指定一个键名
$mix->material2 = $material2; //为材质通道2 指定一个键名
$mix->amount = 0.6; //指定混合系数为 0.6
$mix = $scene->setMaterial($mix); //将材质存入材质数组,并获得其键名
$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,
$obj->material = $mix; //为模型的材属性 指定一个键名
$scene->setObjects($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;
?>