<< abnormal program termination 戻る Lightflow質感設定 Standard材質その2 >>

Lightflow質感設定 Standard材質その1

Lightflowの使い方として、微妙な質感を調整することができる。
基本となる反射色kcをそれぞれ、赤、緑、青の色に設定した。

sphere01.jpg


#! /usr/bin/env python
#sphere01.py

from lightflowPM import *
from math import *

s = scene()

s.lightOn( s.newLight( "point", [ "position", vector3( 5.0, -5.0, 4.0 ), "color", vector3( 300.0, 300.0, 300.0 ) ] ) )

s.lightOn( s.newLight( "ambient", [ "color", vector3( 0.2, 0.2, 0.2 ) ] ) ) #環境光を加える。

plastic = s.newMaterial( "standard",[ "kc", vector3( 1, 0, 0 ) ] ) #赤

plastic2 = s.newMaterial( "standard",[ "kc", vector3( 0, 1, 0 )] ) #緑

plastic3 = s.newMaterial( "standard",[ "kc", vector3( 0, 0, 1 )] ) #青

check_ground=s.newPattern("check",["color",vector3( 0.2, 0.4, 0.6 ),"scale",0.025])

ground=s.newMaterial( "standard",[ "kc", check_ground,"kc",vector3( 1.0, 1.0, 1.0 ),"ka",check_ground ] )

#ground=s.newMaterial( "standard",[ "kc", vector3( 1, 1, 1 ) ] ) #白


s.materialBegin( plastic )
s.addObject( s.newObject( "sphere", [ "radius",1.4] ) )
s.materialEnd()


s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-4.0,0,0)))

s.addObject( s.newObject( "sphere", [ "radius",1.4] ) )

s.transformEnd()
s.materialEnd()


s.materialBegin( plastic3 )
s.transformBegin( transform().translation( vector3(4.0,0,0)))

s.addObject( s.newObject( "sphere", [ "radius",1.4] ) )

s.transformEnd()
s.materialEnd()


#地面groundをpatchで作成しています。高さ(z軸)を-1.4にしてぴったり球とあわせています。
s.materialBegin( ground )

s.addObject( s.newObject( "patch", [ "points",vector3( -50, -50, -1.4 ),vector3( -50, 50, -1.4 ),vector3( 50, -50, -1.4 ),vector3( 50, 50, -1.4 )] ) )

s.materialEnd()

saver = s.newImager( "tga-saver", [ "file", "sphere01.tga" ] )

s.imagerBegin( saver )

camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -6, 5 ), "aim", vector3( 0, 0, 0 ) ] )

s.imagerEnd()

s.render( camera, 512, 300 )
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<< abnormal program termination 戻る Lightflow質感設定 Standard材質その2 >>