kframesperrotation = 180 gl.meshcolor(210, 148, 148) gl.meshload('BrainMesh_ICBM152Left.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('red', 1) gl.nodethresh(1.0, 1.0) gl.edgethresh(0.5, 1.0) for i in range(1, kframesperrotation * 5): s = 0.5 + (i + 0.0) / 72 if (s <= 1): gl.cameradistance(s) if ((i % kframesperrotation) == 0): rot = (i / kframesperrotation) if rot == 1: gl.shadername('metal') elif rot == 2: gl.shadername('wireframe') elif rot == 3: gl.shadername('toon') gl.shaderambientocclusion(0) else: gl.shadername('wire') gl.shaderforbackgroundonly(1) gl.azimuth(int(round(360.0 / kframesperrotation))) gl.wait(20)
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)