Blender渲染
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<?php
namespace Blobt\Luxcore\scene;
use Blobt\Luxcore\scene\materials\MaterialsBase;
use Blobt\Luxcore\scene\objects\Objects;
include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
/*
//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 Film();
$film->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->objects[0] = new Objects();//在场景中创建一个编号为0的模型,
$scene->materials[7] = new MaterialsBase();//在场景中创建一个编号为7的材质,
$scene->objects[0]->material = 7;//给编号为0的模型,添加编号为7的材质
echo $scene;
?>