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ズラリと並べる その2

参考にしたのはhttp://agata.ciao.jp/graphic/tips/chapter3.html
大変、勉強になります。ありがとうございます。

box_kaiten2.jpg


#box_kaiten2.pyg

from math import *

Output ("box_kaiten2.tif", "tiff", "rgb", "camera", "float gain", 1, "float gamma",
1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",1.2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 20)
Attribute ("int[2] resolution", (640, 480))
#placecam 10 5 -10 0 0 0
Rotate (-19.47, 1.00, 0.00, 0.00)
Rotate (45.00, 0.00, 1.00, 0.00)
Translate (-10.00, -5.00, 10.00)

Attribute ( "int ray:shadows", 1 )
Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")

World ()
Light ("light1", "pointlight", "float intensity", 400, "point from", (-10, 10, -10),"string shadowname", "shadows")
Light ("light2", "pointlight", "float intensity", 400, "point from", (10, 10, -10),"string shadowname", "shadows")

PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()

N1=16
J=1
while J<=N1:
PushTransform ()
Attribute ("color C", (0.5*(1+sin(2*pi/N1*J)),0.5, 0.5*(1+cos(2*pi/N1*J))))
Shader ( "surface", "plastic")
Rotate (360/N1*J, 0, 1, 0)
Translate ( 3.2, 0.5, 0)
Input ("BoxGeom.rib")
PopTransform ()
J+=1

Attribute ("color C", (1, 1, 1))
Rotate (90.00, 1.00, 0.00, 0.00)
ShaderGroupBegin ()
Shader ("surface", "checker","layer1","float stilesize", .1, "float ttilesize", .1)
Shader ("surface", "shinyplastic","layer2")
ConnectShaders ("layer1", "Cout", "layer2", "C")
ShaderGroupEnd ()
Input("PlaneGeom.rib")
Render()
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NVIDIA gelatoで球を並べてみる その3

さらに参考にしながら、いじってみる。
http://agata.ciao.jp/graphic/tips/chapter3.html
rotate<0,30,-60>とある部分の順番がわからない。
とりあえず、適当。
ありがとうございます。
kaiten3.jpg

#kaiten3.pyg
from math import *

Output ("kaiten3.tif", "tiff", "rgb", "camera", "float gain",
1, "float gamma", 1, "string filter", "gaussian", "float[2] filterwidth", (2, 2))
Attribute ("float shadingquality",1.2)
Attribute ("string projection", "perspective")
Attribute ("float fov", 45)
Attribute ("int[2] resolution", (640, 480))
#placecam 10 5 -10 0 0 0
Rotate (-19.47, 1.00, 0.00, 0.00)
Rotate (45.00, 0.00, 1.00, 0.00)
Translate (-10.00, -5.00, 10.00)

Attribute ( "int ray:shadows", 1 )
Attribute ("string geometryset", "+shadows")
Attribute ("string geometryset", "+reflection")

World ()
Light ("light1", "pointlight", "float intensity", 400, "point from", (-10, 10, -10),"string shadowname", "shadows")
Light ("light2", "pointlight", "float intensity", 400, "point from", (10, 10, -10),"string shadowname", "shadows")

PushTransform ()
Attribute ("color C", (0.2, 0.4, 0.75))
Sphere (100, -100, 100, 360)
PopTransform ()

N1=32
N2=8
K=1
while K<=N2:
J=1
while J<=N1:
PushTransform ()
Attribute ("color C", (0.5*(1+sin(2*pi/N1*J)),0.5, 0.5*(1+cos(2*pi/N1*J))))
Shader ( "surface", "plastic")
Translate (0,1,0)
Rotate (30, 0, 1, 0)
Rotate (-60,0, 0, 1)
Rotate (360/(N2*N1)*(K*N1+J),1,0,0)
Translate (0,0,5)
Rotate (360/N1*J, 0, 1, 0)
Translate ( 2, 0.5, 0)
Sphere (0.2, -0.2, 0.2, 360)
PopTransform ()
J+=1
K+=1

Attribute ("color C", (1, 1, 1))
Rotate (90.00, 1.00, 0.00, 0.00)
ShaderGroupBegin ()
Shader ("surface", "checker","layer1","float stilesize", .1, "float ttilesize", .1)
Shader ("surface", "shinyplastic","layer2")
ConnectShaders ("layer1", "Cout", "layer2", "C")
ShaderGroupEnd ()
Input("PlaneGeom.rib")
Render()
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NVIDIA gelatoで球体 その4

Rotate (-60, 0, 0, 1)
Rotate (30, 0, 1, 0)
順番を入れ替えてみた。

kaiten4.jpg

ありがとうございます。
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