Exemple #1
0
obj3.get_material().set_sheen(1)

obj4.get_transform().set_position(visii.vec3(1.5, 0, 0))
obj4.get_transform().set_rotation(visii.quat(0.7071, 0.7071, 0, 0))
obj4.get_material().set_base_color(visii.vec3(.5, .5, .5))
obj4.get_material().set_roughness(0.7)
obj4.get_material().set_specular(1)
obj4.get_material().set_sheen(1)

# Use linear motion blur on the first object...
obj1.get_transform().set_linear_velocity(visii.vec3(.0, .0, .2))

# angular motion blur on the second object...
obj2.get_transform().set_angular_velocity(
    visii.quat(1,
               visii.pi() / 16,
               visii.pi() / 16,
               visii.pi() / 16))

# and scalar motion blur on the third object
obj3.get_transform().set_scalar_velocity(visii.vec3(-.5, -.5, -.5))

# # # # # # # # # # # # # # # # # # # # # # # # #

visii.render_to_png(width=int(opt.width),
                    height=int(opt.height),
                    samples_per_pixel=int(opt.spp),
                    image_path=f"{opt.out}")

# let's clean up the GPU
visii.cleanup()
    areaLight1.get_transform().add_rotation(v.angleAxis(ry, v.vec3(0, 1, 0)))
    areaLight1.get_transform().add_rotation(v.angleAxis(rz, v.vec3(0, 0, 1)))


interact(rotateLight,
         rx=(-3.14, 3.14, .001),
         ry=(-3.14, 3.14, .001),
         rz=(-3.14, 3.14, .001))

areaLight1.get_transform().set_scale(v.vec3(.25))
floor.get_transform().set_scale(v.vec3(100))
areaLight1.get_light().set_temperature(4000)
# %%

# %%
v.render_to_png(512, 512, 1024, "area_light_3.png")

# %%
v.enable_denoiser()

# %%

# %%

# %%
floor.get_material().set_base_color(v.vec3(1.0))
mesh1.get_material().set_base_color(v.vec3(1.0))
mesh2.get_material().set_base_color(v.vec3(1.0))

# %%
mesh1.get_material().set_base_color(v.vec3(1, 0, 0))
Exemple #3
0
    if r > 0:  # for metallic and glass
        r2 = random.randint(0, 1)
        if r2 == 1:
            obj_mat.set_roughness(random.uniform(0, .1))  # default is 1
        else:
            obj_mat.set_roughness(random.uniform(0.9, 1))  # default is 1

    obj_mat.set_sheen(random.uniform(0, 1))  # degault is 0
    obj_mat.set_clearcoat(random.uniform(0, 1))  # degault is 0
    obj_mat.set_specular(random.uniform(0, 1))  # degault is 0

    r = random.randint(0, 1)
    if r == 0:
        obj_mat.set_anisotropic(random.uniform(0, 0.1))  # degault is 0
    else:
        obj_mat.set_anisotropic(random.uniform(0.9, 1))  # degault is 0


# create a random scene, the values are hard coded in the function defines the values
for i in range(NB_OBJS):
    add_random_obj(str(i))

# # # # # # # # # # # # # # # # # # # # # # # # #

visii.render_to_png(width=WIDTH,
                    height=HEIGHT,
                    samples_per_pixel=SAMPLES_PER_PIXEL,
                    image_path=FILE_NAME)

# let's clean up the GPU
visii.cleanup()
Exemple #4
0
        "o" + str(i),
        visii.vec3(O_DIST * math.sin((i / NUM_OBJECTS) * twopi),
                   O_DIST * math.cos((i / NUM_OBJECTS) * twopi), 1))


def create_sphere_light(name, position, intensity):
    L = visii.entity.create(
        name=name,
        light=visii.light.create(name),
        transform=visii.transform.create(name),
        mesh=visii.mesh.create_sphere(name),
    )
    L.get_light().set_intensity(intensity)
    L.get_transform().set_position(position)
    L.get_transform().set_scale(.2)
    L.get_light().set_temperature(4000)


for i in range(0, NUM_LIGHTS):
    twopi = math.pi * 2
    create_sphere_light(
        "l" + str(i),
        visii.vec3(L_DIST * math.sin((i / NUM_LIGHTS) * twopi),
                   L_DIST * math.cos((i / NUM_LIGHTS) * twopi), 1), 100000)

visii.render_to_png(width=WIDTH,
                    height=HEIGHT,
                    samples_per_pixel=SAMPLES_PER_PIXEL,
                    image_path="test_area_light_many_objects.png")

input()
Exemple #5
0
        # We use frames per second here to internally convert velocity in meters / second into meters / frame.
        # The "mix" parameter smooths out the motion blur temporally, reducing flickering from linear motion blur
        obj_entity.get_transform().set_linear_velocity(dpos,
                                                       frames_per_second,
                                                       mix=.8)

        # visii quat expects w as the first argument
        new_rot = visii.quat(rot[3], rot[0], rot[1], rot[2])
        drot = visii.vec3(_drot[0], _drot[1], _drot[2])
        obj_entity.get_transform().set_rotation(new_rot)

        # Use angular velocity to blur the object in motion. Same concepts as above, but for
        # angular velocity instead of scalar.
        obj_entity.get_transform().set_angular_velocity(visii.quat(1.0, drot),
                                                        frames_per_second,
                                                        mix=.8)

    print(f'rendering frame {str(i).zfill(5)}/{str(opt.nb_frames).zfill(5)}')
    visii.render_to_png(width=int(opt.width),
                        height=int(opt.height),
                        samples_per_pixel=int(opt.spp),
                        image_path=f"{opt.outf}/{str(i).zfill(5)}.png")

p.disconnect()
visii.cleanup()

subprocess.call([
    'ffmpeg', '-y', '-framerate', '30', '-i', r"%05d.png", '-vcodec',
    'libx264', '-pix_fmt', 'yuv420p', '../output.mp4'
],
                cwd=os.path.realpath(opt.outf))
Exemple #6
0
tex = visii.texture.create_from_file("dome", "./content/teatro_massimo_2k.hdr")
visii.set_dome_light_texture(tex, enable_cdf=True)
visii.set_dome_light_intensity(0.8)

visii.set_direct_lighting_clamp(10.0)
visii.set_indirect_lighting_clamp(10.0)
visii.set_max_bounce_depth(0, 0)
visii.sample_pixel_area((.5, .5), (.5, .5))

# # # # # # # # # # # # # # # # # # # # # # # # #
# First, let's render out the scene with motion blur to understand
# how the object is moving
visii.sample_time_interval((0.0, 1.0))
visii.render_to_png(width=opt.width, height=opt.height, samples_per_pixel=opt.spp,
    image_path=f"{opt.outf}/motion_blur.png"
)

def save_image(data, name):
    img = Image.fromarray(np.clip((np.abs(data) ** (1.0 / 2.2))*255, 0, 255).astype(np.uint8)).transpose(PIL.Image.FLIP_TOP_BOTTOM)
    img.save(name)

# Now let's render out the where the object is at time = 0 and time = 1
visii.sample_time_interval((0.0, 0.0)) # only sample at t = 0
t0_array = visii.render(
    width=opt.width, 
    height=opt.height, 
    samples_per_pixel=opt.spp, 
    seed = 0
)
t0_array = np.array(t0_array).reshape(opt.height,opt.width,4)
    light = visii.light.create("areaLight1"),
    transform = visii.transform.create("areaLight1"),
    mesh = sphere_mesh
)

#%%
areaLight1.get_transform().set_scale(.25)
floor.get_transform().set_scale(1000)
areaLight1.get_transform().set_position(0, 0, 4)
mesh1.get_transform().set_position(-1.0, 1.0, 1.0)
mesh2.get_transform().set_position(1.0, -1.0, 1.0)
mesh3.get_transform().set_position(1.0, 1.0, 1.0)
areaLight1.get_transform().set_scale(.3)


# %%
visii.set_dome_light_intensity(0)
areaLight1.get_light().set_intensity(1000000.)
areaLight1.get_light().set_temperature(5000)

# %%
visii.disable_denoiser()
visii.render_to_png(1080,1080,64,"test_denoiser_off.png")

# %%
visii.enable_denoiser()
visii.render_to_png(1080,1080,64,"test_denoiser_on.png")


# %%
visii.cleanup()