import gl gl.resetdefaults() gl.meshload('BrainMesh_ICBM152.rh.mz3') gl.meshcurv() gl.overlayminmax(1, -1, 1) gl.overlaycolorname(1, 'surface') gl.overlayinvert(1, 1) gl.overlayload('motor_4t95vol.nii.gz') gl.overlaycolorname(2, 'kelvin') gl.overlayminmax(2, 2, 7) gl.overlayload('scalp.mz3') gl.overlaycolorname(3, 'gold') gl.shaderxray(1.0, 0.9) gl.meshoverlayorder(1) gl.colorbarvisible(0) gl.shaderambientocclusion(0.05) gl.azimuthelevation(90, 15) gl.clipazimuthelevation(0.5, 0, 90)
import gl gl.meshload('lh.pial') gl.overlayload('motor_4t95vol.nii.gz') gl.overlayminmax(gl.overlaycount(), -2, -3) gl.overlayopacity(gl.overlaycount(), 20) #create new overlay based on contour of motor map: gl.contour(gl.overlaycount()) #next line: make border thicker #gl.overlayminmax(gl.overlaycount(),0.1,0.1) #next line: make border a gradient #gl.overlayminmax(gl.overlaycount(),0.1,1.0)
import gl gl.resetdefaults() gl.azimuthelevation(70, 15) gl.meshload('BrainMesh_ICBM152Right.mz3') gl.overlayload('motor_4t95vol.nii.gz') gl.overlayminmax(1, 2, 12) gl.overlayload('motor_4t95vol.nii.gz') gl.overlayminmax(2, -1, -2) gl.colorbarvisible(1) gl.overlaytransparencyonbackground(25) gl.meshcurv()
import gl gl.resetdefaults() gl.meshhemisphere(1) #gl.meshloadbilateral(1) #gl.hemispheredistance(0.5) gl.meshload("/Users/chris/aa/_rh.inflated") gl.overlayload( 'fs7converted_fs5_sct2in_fwhm10_npc_cft3.1_rh_dpv_npc_fisher_cfdrp_d1_c1.mgz' ) gl.overlayminmax(1, 2.301, 4) gl.overlaycolor(1, 128, 255, 128, 255, 0, 255) gl.overlayload( 'fs7converted_fs5_sct2in_fwhm10_npc_cft3.1_rh_dpv_npc_fisher_cfdrp_d1_c2.mgz' ) gl.overlayminmax(2, 2.301, 4) gl.overlaycolor(2, 255, 0, 255, 128, 128, 128) gl.overlayload( 'fs7converted_fs5_sct2in_fwhm10_npc_cft3.1_rh_dpv_npc_fisher_cfdrp_d1_c3.mgz' ) gl.overlayminmax(3, 2.301, 4) gl.overlaycolor(3, 255, 0, 0, 128, 255, 128) gl.overlayload( 'fs7converted_fs5_sct2in_fwhm10_npc_cft3.1_rh_dpv_npc_fisher_cfdrp_d1_c4.mgz' ) gl.overlayminmax(4, 2.301, 4) gl.overlaycolor(4, 0, 0, 255, 128, 255, 128)
import gl gl.resetdefaults() #opacity adjusts whether overlays are translucent (0) opacity = 50 pth = '/Users/chris/Downloads/sf/' gl.azimuthelevation(70, 15) gl.meshload('BrainMesh_ICBM152_smoothed.mz3') gl.overlayload(pth+'bin.thr.ACC_LR.nii.gz') gl.overlaycolorname(1, 'Violet [r+b]') gl.overlayminmax(1,0.5,0.5) gl.overlayopacity(1, opacity) gl.overlayload(pth+'bin.thr.S2_OP1_LR.nii.gz') gl.overlaycolorname(2, 'Violet [r+b]') gl.overlayminmax(2,0.5,0.5) gl.overlayopacity(2, opacity) gl.overlayload(pth+'bin.thr.INS_LR.nii.gz') gl.overlaycolorname(3, 'Bronze-Gold') gl.overlayminmax(3,0.5,0.5) gl.overlayopacity(3, opacity) gl.overlayload(pth+'bin.thr.Tha_LR.nii.gz') gl.overlaycolorname(4, 'Blue') gl.overlayminmax(4,0.5,0.5) gl.overlayopacity(4, opacity) gl.overlayload(pth+'bin.thr.S1_BA2_LR.nii.gz') gl.overlaycolorname(5, 'Cyan [g+b]') gl.overlayminmax(5,0.5,0.5) gl.overlayopacity(5, opacity) gl.overlayload(pth+'thresh_zstat1.nii.gz') gl.overlaycolorname(6, 'Red') gl.overlayminmax(6,0.5,0.5) gl.overlayopacity(6, 100)
import gl gl.resetdefaults() gl.meshload('BrainMesh_ICBM152.lh.mz3') gl.edgeload('LPBA40.edge') gl.clipazimuthelevation(0.3, 0, 130) gl.nodesize(6, 1) gl.edgesize(3,1) gl.nodehemisphere(-1) gl.azimuthelevation(250, 35) gl.edgecolor('actc',1) gl.nodecolor('blue',1) gl.nodethresh(1.0,1.0) gl.edgethresh(0.5,1.0) gl.meshcurv() gl.overlayminmax(1,-1,1) gl.overlaycolorname(1,'surface') gl.overlayinvert(1,1) gl.overlaytranslucent(1, 1)
import gl gl.resetdefaults() gl.meshload('BrainMesh_ICBM152.rh.mz3') gl.overlayload('motor_4t95vol.nii.gz') gl.overlayminmax(1,2,12) gl.overlaycolorname(2, 'Red-Yellow') gl.azimuthelevation(110, 15) gl.shadername('MatCap'); gl.meshcurv() gl.overlaytranslucent(2, 1)