これだと,どのくらい時間がかかったか,わかりません。
そこで,Pythonの組み込み関数をファイルの最後の行に書き加えて起きます。
raw_input()
ただ,難点はマウスでクリックすると,レンダリング時にできる一時ファイルがゴミとして残ってしまいます。
ですから,リターンキーをたたいてウインドウを終了しましょう。一時ファイルは消去されます。
- -
- -
日々3DCGの世界は進歩しているけど、勉強して理解したことをまとめていきたい。RenderMan互換レンダラーやグローバル・イルミネーション。いろんなことに好奇心を持ち面白くなってくる。目指せShader書き!!
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#! /usr/bin/env python
from lightflowPM import * #解説1
s = scene() #解説2
s.lightOn( s.newLight( "point", [ "position", vector3( 5.0, -5.0, 4.0 ), "color", vector3( 300.0, 300.0, 300.0 ) ] ) ) #解説3
plastic = s.newMaterial( "standard",[ "kc", vector3( 1, 0, 0 ) ] ) #解説4
s.materialBegin( plastic ) #解説5
s.addObject( s.newObject( "sphere", [ "radius", 1.0 ] ) ) #解説6
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_ball1.tga" ] ) #解説7
s.imagerBegin( saver )
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -4, 0 ), "aim", vector3( 0, 0, 0 ) ] ) #解説8
s.imagerEnd()
s.render( camera, 300, 300 ) #解説9
#! /usr/bin/env python
from lightflowPM import *
s = scene()
s.lightOn( s.newLight( "point", [ "position", vector3( 5.0, -5.0, 4.0 ), "color", vector3( 300.0, 300.0, 300.0 ) ] ) )
plastic = s.newMaterial( "standard",[ "kc", vector3( 1, 0, 0 ) ] )
s.materialBegin( plastic )
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_box1.tga" ] )
s.imagerBegin( saver )
camera = s.newCamera( "pinhole", [ "eye", vector3( 2, -4, 2 ), "aim", vector3( 0, 0, 0 ) ] )
s.imagerEnd()
s.render( camera, 300, 300 )
#! /usr/bin/env python
from lightflowPM 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( 0.3, 0.3, 0.3 ) ] ) ) #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
s.materialBegin( plastic ) #赤の箱は原点にある。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-3.0,0,0))) #緑の箱をx方向に-3移動させた。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_b2.tga" ] )
s.imagerBegin( saver )
#カメラは真正面の上の方から見ています。
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 5 ), "aim", vector3( 0, 0, 0 ) ] )
s.imagerEnd()
s.render( camera, 300, 300 )
s.materialBegin( plastic3 )
s.transformBegin( transform().translation( vector3(3.0,0,0)))
s.transformBegin( transform().rotationAroundZ( pi/4 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
#! /usr/bin/env python
from lightflowPM import *
from math import * #数学関数モジュールを使うときに書いておく。ここではpiを利用している。pi=3.14159265358979と円周率です。
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( 0.3, 0.3, 0.3 ) ] ) ) #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
s.materialBegin( plastic ) #赤の箱は原点にある。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-3.0,0,0))) #緑の箱をx方向に-3移動させた。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic3 )#青の箱をZ軸中心に45度回転させ,x方向に3移動させた。
s.transformBegin( transform().translation( vector3(3.0,0,0)))
s.transformBegin( transform().rotationAroundZ( pi/4 )) #ラジアンで求める。piは180度だから,180÷4=45度になる。よって弧度法で表現するから3.141592/4.0でもよい。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_b3.tga" ] )
s.imagerBegin( saver )
#カメラは真正面の上の方から見ています。
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 5 ), "aim", vector3( 0, 0, 0 ) ] )
s.imagerEnd()
s.render( camera, 300, 300 )
#! /usr/bin/env python
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( 0.3, 0.3, 0.3 ) ] ) ) #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
ground=s.newMaterial( "standard",[ "kc", vector3( 1, 1, 1 ) ] ) #白
s.materialBegin( plastic )
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-3.0,0,0)))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic3 )
s.transformBegin( transform().translation( vector3(3.0,0,0)))
s.transformBegin( transform().rotationAroundZ( pi/4 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
#白色の地面groundをpatchで作成しています。高さ(z軸)を-1.0にしてぴったり立方体とあわせています。
s.materialBegin( ground )
s.addObject( s.newObject( "patch", [ "points",vector3( -50, -50, -1.0 ),vector3( -50, 50, -1.0 ),vector3( 50, -50, -1.0 ),vector3( 50, 50, -1.0 )] ) )
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_b3ground.tga" ] )
s.imagerBegin( saver )
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 5 ), "aim", vector3( 0, 0, 0 ) ] )
s.imagerEnd()
s.render( camera, 300, 300 )
#! /usr/bin/env python
from lightflowPM import *
from math import * #数学関数モジュールを使うときに書いておく。ここでは円周率piを利用している。pi=3.14159265358979です。
s = scene()
s.lightOn( s.newLight( "point", [ "position", vector3( 3.0, -5.0, 8.0 ), "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
plastic4 = s.newMaterial( "standard",[ "kc", vector3( 1, 1, 0 ) ] ) #黄色
plastic5 = s.newMaterial( "standard",[ "kc", vector3( 1, 0, 1 ) ] ) #紫
plastic6 = s.newMaterial( "standard",[ "kc", vector3( 0, 1, 1 ) ] ) #水色
plastic7 = s.newMaterial( "standard",[ "kc", vector3( 1, 1, 1 ) ] ) #青
ground=s.newMaterial( "standard",[ "kc", vector3( 1, 1, 1 ) ] ) #地面
s.materialBegin( plastic ) #赤の箱は原点にある。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-3.0,0,0))) #緑の箱をx方向に-3移動させた。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic3 )
s.transformBegin( transform().translation( vector3(3.0,0,0)))
s.transformBegin( transform().rotationAroundZ( pi/4 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic4 )
s.transformBegin( transform().translation( vector3(0,0.75,3.0)))
s.transformBegin( transform().rotationAroundZ( pi/6 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic5 )
s.transformBegin( transform().translation( vector3(-5.0,4.0,0)))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic6 )
s.transformBegin( transform().translation( vector3(3.0,3.0,0)))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic7 )
s.transformBegin( transform().translation( vector3(-0.9,-3.5,0)))
s.transformBegin( transform().rotationAroundZ( -pi/10 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( ground )
s.addObject( s.newObject( "patch", [ "points",vector3( -50, -50, -1.0 ),vector3( -50, 50, -1.0 ),vector3( 50, -50, -1.0 ),vector3( 50, 50, -1.0 )] ) )
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_b7.tga" ] )
s.imagerBegin( saver )
#カメラは真正面の上の方から見ています。
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 7 ), "aim", vector3( 0, 0, 0 ),"aa-samples", 3,5 ] ) #ギザギザを減らす、時間かかる。通常は"aa-samples", 2,4
s.imagerEnd()
s.render( camera, 300, 300 )
check_ground=s.newPattern("check",["color",vector3( 0.1, 1.0, 0.1 ),"scale",0.025])
ground=s.newMaterial( "standard",[ "kc", check_ground,"kc",vector3( 1.0, 1.0, 1.0 ),"ka",check_ground ] ) #チェック緑
#! /usr/bin/env python
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( 0.3, 0.3, 0.3 ) ] ) )
plastic = s.newMaterial( "standard",[ "kc", vector3( 1, 0, 0 ) ] )
plastic2 = s.newMaterial( "standard",[ "kc", vector3( 1, 1, 0 ) ] )
check_ground=s.newPattern("check",["color",vector3( 0.1, 1.0, 0.1 ),"scale",0.025]) #チェック緑
ground=s.newMaterial( "standard",[ "kc", check_ground,"kc",vector3( 1.0, 1.0, 1.0 ),"ka",check_ground ] ) #チェックkc 1 1 1は白
s.materialBegin( plastic )
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-3.0,0,0)))
#s.transformBegin( transform().rotationAroundY( pi/7.0 ))
#s.transformBegin( transform().scaling( vector3(2,2,2)))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
#s.transformEnd()
#s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( ground )
s.addObject( s.newObject( "patch", [ "points",vector3( -50, -50, -1.0 ),vector3( -50, 50, -1.0 ),vector3( 50, -50, -1.0 ),vector3( 50, 50, -1.0 )] ) )
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "my_box8.tga" ] )
s.imagerBegin( saver )
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 5 ), "aim", vector3( 0, 0, 0 ) ] )
s.imagerEnd()
s.render( camera, 300, 300 )
#! /usr/bin/env python
from lightflowPM import *
s = scene()
s.lightOn( s.newLight( "point", [ "position", vector3( 5.0, -5.0, 4.0 ), "color", vector3( 300.0, 300.0, 300.0 ) ] ) )
plastic = s.newMaterial( "standard",
[ "ka", vector3( 0, 0, 0.5 ),
"kc", vector3( 1, 0, 0 ),
"kd", 0.5,
"km", 0.3,
"ksg", 0.9999 ] )
plastic2 = s.newMaterial( "standard",[ "kc", vector3( 0, 0.5, 0.75 ) ] )
check_ground=s.newPattern("check",["color",vector3( 0.1, 1.0, 0.1 ),"scale",0.025])
ground=s.newMaterial( "standard",[ "kc", check_ground,"kc",vector3( 1.0, 1.0, 1.0 ),"ka",check_ground ] ) #チェック緑
s.materialBegin( plastic ) #円柱を回転させてみる。
s.transformBegin( transform().rotationAroundX( -3.141592 / 3 ) )
s.transformBegin( transform().rotationAroundY( 3.141592 / 4 ) )
s.addObject( s.newObject( "cylinder", [ "radius", 1.0 ,"height",4.0] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic2 ) #円すいを加え拡大と移動を行う。
s.transformBegin( transform().translation( vector3(-2.5,0,-1.0)))
s.transformBegin( transform().scaling( vector3(1.5,1.5,1.5)))
s.addObject( s.newObject( "cone", [ "radius",1.5,"height",3.0] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( ground )
s.addObject( s.newObject( "patch", [ "points",vector3( -50, -50, -1.0 ),vector3( -50, 50, -1.0 ),vector3( 50, -50, -1.0 ),vector3( 50, 50, -1.0 )] ) )
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "mycylinder.tga" ] )
s.imagerBegin( saver )
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 0 ),
"aim", vector3( 0, 0, 0 ),
"aa-samples", 1,2 #レンダリングが速くできる。デフォルトは省略されており,2,4になっている。
] )
s.imagerEnd()
s.render( camera, 300, 300 )
#Pattern23
Pattern23_scl = 0.02500
Pattern23_Pattern2 = s.newPattern("check",[
"scale" , Pattern23_scl
])
color_1 = vector3( 0.20000 , 0.40000 , 0.60000)
color_2 = vector3( 0.7000 , 0.40000 , 0.20000)
Pattern23_Pattern22 = s.newPattern("gradient",[
"pattern" , Pattern23_Pattern2 ,
"color" , 1.00000 , color_1 , color_2
])
Pattern23 = Pattern23_Pattern22
Material15 = s.newMaterial("diffuse",[
"kr" , Pattern23
])
#! /usr/bin/env python
from lightflowPM import *
from math import * #数学関数モジュールを使うときに書いておく。ここではpiを利用している。pi=3.14159265358979と円周率です。
s = scene()
s.lightOn( s.newLight( "ambient", [ "color", vector3( 0.3, 0.3, 0.3 ) ] ) ) #環境光を加える。
s.lightOn( s.newLight( "point", [ "position", vector3( 5.0, -5.0, 7.0 ), "color", vector3( 300.0, 300.0, 300.0 ) ] ) )
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
plastic4 = s.newMaterial( "standard",[ "kc", vector3( 1, 1, 0 ) ] )
plastic5 = s.newMaterial( "standard",[ "kc", vector3( 1, 0, 1 ) ] )
plastic6 = s.newMaterial( "standard",[ "kc", vector3( 0, 1, 1 ) ] )
plastic7 = s.newMaterial( "standard",[ "kc", vector3( 1, 1, 1 ) ] )
ground=s.newMaterial( "standard",[ "kc", vector3( 1, 1, 1 ) ] )
#Pattern23
Pattern23_scl = 0.02500
Pattern23_Pattern2 = s.newPattern("check",[
"scale" , Pattern23_scl
])
color_1 = vector3( 0.20000 , 0.40000 , 0.60000)
color_2 = vector3( 0.7000 , 0.40000 , 0.20000)
Pattern23_Pattern22 = s.newPattern("gradient",[
"pattern" , Pattern23_Pattern2 ,
"color" , 1.00000 , color_1 , color_2
])
Pattern23 = Pattern23_Pattern22
Material15 = s.newMaterial("diffuse",[
"kr" , Pattern23
])
s.materialBegin( plastic ) #赤の箱は原点にある。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.materialEnd()
s.materialBegin( plastic2 )
s.transformBegin( transform().translation( vector3(-3.0,0,0))) #緑の箱をx方向に-3移動させた。
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic3 )
s.transformBegin( transform().translation( vector3(3.0,0,0)))
s.transformBegin( transform().rotationAroundZ( pi/4 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic4 )
s.transformBegin( transform().translation( vector3(0,0.75,3.0)))
s.transformBegin( transform().rotationAroundZ( pi/6 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic5 )
s.transformBegin( transform().translation( vector3(-5.0,4.0,0)))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic6 )
s.transformBegin( transform().translation( vector3(3.0,3.0,0)))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.materialEnd()
s.materialBegin( plastic7 )
s.transformBegin( transform().translation( vector3(-0.9,-3.5,0)))
s.transformBegin( transform().rotationAroundZ( -pi/10 ))
s.addObject( s.newObject( "box", [ "position",vector3( -1.0, -1.0, -1.0 ),vector3( 1.0, 1.0, 1.0 )] ) )
s.transformEnd()
s.transformEnd()
s.materialEnd()
s.materialBegin( Material15 )
s.addObject( s.newObject( "patch", [ "points",vector3( -50, -50, -1.0 ),vector3( -50, 50, -1.0 ),vector3( 50, -50, -1.0 ),vector3( 50, 50, -1.0 )] ) )
s.materialEnd()
saver = s.newImager( "tga-saver", [ "file", "check3.tga" ] )
s.imagerBegin( saver )
#カメラは真正面の上の方から見ています。
camera = s.newCamera( "pinhole", [ "eye", vector3( 0, -10, 8 ), "aim", vector3( 0, 0, 0 ) ] )
s.imagerEnd()
s.render( camera, 600, 600 )
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