def main(): n = 100 xyz = 3 * (np.random.random((n, 3)) - 0.5) r = 0.4 * np.random.random(n) + 0.002 rt = TkOptiX() rt.set_param(min_accumulation_step=4, max_accumulation_frames=500) rt.setup_light("light1", pos=[4, 5, 5], color=[8, 7, 6], radius=1.5) rt.setup_light("light2", pos=[4, 15, -5], color=[8, 7, 6], radius=1.5) rt.set_ambient([0.1, 0.2, 0.3]) rt.set_background(1) rt.set_data("plot", xyz, r=r, c=0.8) # shadow catcher makes the object transparent except regions where a light casts shadows, # this can be useful e.g. for making packshot style images rt.setup_material("shadow", m_shadow_catcher) rt.set_data("plane", pos=[-50, -2, -50], u=[100, 0, 0], v=[0, 0, 100], c=1, geom="Parallelograms", mat="shadow") rt.start() print("done")
def main(): ru = rv = (-np.pi, 3*np.pi) # use with trefoil() #ru = rv = (0, 2*np.pi) # use with torus() #ru = (0, np.pi) # use with sphere() #rv = (0, 2*np.pi) n = 500 i = np.linspace(ru[0], ru[1], n) j = np.linspace(rv[0], rv[1], n) U, V = np.meshgrid(i, j) S = trefoil(U, V, 5) #S = sphere(U, V, 7) #S = torus(U, V, 3, 5) S = np.swapaxes(S, 0, 2) rt = TkOptiX(width=750, height=900) rt.set_param(min_accumulation_step=2, max_accumulation_frames=500, light_shading="Hard") rt.set_uint("path_seg_range", 6, 15) rt.setup_material("plastic", m_plastic) exposure = 0.8; gamma = 2.2 rt.set_float("tonemap_exposure", exposure) rt.set_float("tonemap_gamma", gamma) rt.add_postproc("Gamma") rt.set_background(0) rt.set_ambient(0.15) rt.set_surface("surface", S, c=0.94, #wrap_u=True, wrap_v=True, # use wrapping to close a gap that can appear on u or v edges make_normals=True, mat="plastic") rt.set_data("plane", geom="Parallelograms", pos=[[-100, -14, -100]], u=[200, 0, 0], v=[0, 0, 200], c=make_color([0.1, 0.2, 0.3], exposure=exposure, gamma=gamma)[0]) rt.setup_camera("cam1", cam_type="DoF", eye=[-50, -7, -15], target=[0, 0, -1], up=[0, 1, 0], aperture_radius=0.4, aperture_fract=0.2, focal_scale=0.92, fov=35) rt.setup_light("light1", pos=[-15, 20, 15], color=5, radius=6) rt.start() print("done")
def main(): rt = TkOptiX() # create and configure, show the window later rt.set_param(max_accumulation_frames=500) # accumulate up to 100 frames rt.set_uint("path_seg_range", 6, 12) # allow some more ray segments rt.set_background(0) # black background rt.set_ambient([0.1, 0.12, 0.15]) # some ambient light #rt.set_param(light_shading="Hard") # nice, accurate caustics, but slower convergence exposure = 1; gamma = 2.2 rt.set_float("tonemap_exposure", exposure) rt.set_float("tonemap_gamma", gamma) rt.add_postproc("Gamma") # gamma correction # setup materials: m_diffuse["VarFloat3"] = { "base_color": [ 0.85, 0.87, 0.89 ] } rt.update_material("diffuse", m_diffuse) m_dispersive_glass["VarFloat3"]["base_color"] = [ 100, 110, 120 ] rt.setup_material("glass", m_dispersive_glass) # read the scene: scene = trimesh.load("data/chemistry.glb") # upload meshes to the ray tracer for name in scene.geometry: mesh = scene.geometry[name] if name in ["bottle", "cap", "testtube"]: rt.set_mesh(name, mesh.vertices, mesh.faces, mat="glass", make_normals=True) else: rt.set_mesh(name, mesh.vertices, mesh.faces) # camera and light rt.setup_light("light1", pos=[6,7.5,-15], color=30, radius=2) rt.setup_camera("cam1", eye=[-2,5,-10], target=[-0.75,1.4,5], fov=23, glock=True) rt.start() print("done")
def main(): rt = TkOptiX() # create and configure, show the window later rt.set_param(max_accumulation_frames=100) # accumulate up to 100 frames rt.set_background(0.99) # white background rt.set_ambient(0.25) # some ambient light # setup materials: m_diffuse["VarFloat3"] = {"base_color": [0.15, 0.17, 0.2]} rt.update_material("diffuse", m_diffuse) m_matt_plastic["VarFloat3"]["base_color"] = [0.5, 0.1, 0.05] rt.setup_material("plastic", m_matt_plastic) rt.load_texture("wing", "data/wing.png") m_transparent_plastic["ColorTextures"] = ["wing"] rt.setup_material("transparent", m_transparent_plastic) rt.load_normal_tilt("transparent", "data/wing.png", prescale=0.002) # prepare dictionary and load meshes; note that both eyes and wings # are assigned with single material by providing only a part of # the mesh name: materials = {"eye": "plastic", "wing": "transparent"} rt.load_multiple_mesh_obj("data/fly.obj", materials, parent="head_Icosphere") # camera and light position auto-fit the scene geometry rt.setup_camera("cam1") d = np.linalg.norm(rt.get_camera_target() - rt.get_camera_eye()) rt.setup_light("light1", color=10, radius=0.3 * d) rt.start() print("done")
def main(): ru = rv = (0, 2*np.pi) n = 50 i = np.linspace(ru[0], ru[1], 2*n)[:-1] j = np.linspace(rv[0], rv[1], n)[:-1] U, V = np.meshgrid(i, j) S = torus(U, V, 3, 5) S = np.swapaxes(S, 0, 2) rt = TkOptiX() rt.set_param(min_accumulation_step=2, max_accumulation_frames=500, light_shading="Hard") rt.set_uint("path_seg_range", 6, 15) rt.setup_material("plastic", m_plastic) exposure = 0.8; gamma = 2.2 rt.set_float("tonemap_exposure", exposure) rt.set_float("tonemap_gamma", gamma) rt.add_postproc("Gamma") rt.set_background(0) rt.set_ambient(0.0) rt.set_surface("surface", S, c=0.95, wrap_u=True, wrap_v=True, mat="plastic", make_normals=True ) # make data for a bigger torus using normals calculated automatically # for the firts object; note that this surface has normals oriented # inwards - that's not a problem unless you'd like to have a refractive # glass-like material, then use the code below that will flip normals # (or simply change the surface formula, but this would not illustrate # how to access buffers) #with PinnedBuffer(rt.geometry_data["surface"], "Vectors") as N: # print(S.shape, N.shape) # note that internal buffers are flat arrays of mesh vertex properties # S -= N.reshape(S.shape) # flip normals and update data on gpu, note that both normal vectors # and vertex order should be inverted for correct shading with PinnedBuffer(rt.geometry_data["surface"], "Vectors") as N: with PinnedBuffer(rt.geometry_data["surface"], "FaceIdx") as F: N *= -1 # flip shading normals F[:,[0,1]] = F[:,[1,0]] # invert vertex order in faces, so geometry normals are consistent with shading normals rt.update_geom_buffers("surface", GeomBuffer.Vectors | GeomBuffer.FaceIdx, forced=True) # update data on device S += 0.5 * N.reshape(S.shape) # make data for a bigger torus rt.set_surface("wireframe", S, c=[0.4, 0.01, 0], r=0.015, geom="Graph", wrap_u=True, wrap_v=True, ) rt.set_data("plane", geom="Parallelograms", pos=[[-100, -14, -100]], u=[200, 0, 0], v=[0, 0, 200], c=make_color([0.1, 0.2, 0.3], exposure=exposure, gamma=gamma)[0]) rt.setup_camera("cam1", cam_type="DoF", eye=[-50, -7, -15], target=[0, 0, -1], up=[0, 1, 0], aperture_radius=0.4, aperture_fract=0.2, focal_scale=0.92, fov=25) rt.setup_light("light1", pos=[-15, 20, 15], color=5, radius=6) rt.start() print("done")
def main(): # Setup the raytracer: rt = TkOptiX() rt.set_param(min_accumulation_step=2, # update image every 2 frames max_accumulation_frames=250) # accumulate 250 frames rt.set_uint("path_seg_range", 5, 15) # allow many reflections/refractions exposure = 1.5; gamma = 2.2 rt.set_float("tonemap_exposure", exposure) rt.set_float("tonemap_gamma", gamma) rt.add_postproc("Denoiser") # AI denoiser, or the gamma correction only. #rt.add_postproc("Gamma") # *** but not both together *** rt.set_background(0) rt.set_ambient(0) # Setup texture: # in one go, with gamma and exposure parameters saved to the scene: rt.load_texture("rainbow", "data/rainbow.jpg", prescale=0.3, baseline=0.7, gamma=2.2) # or through ndarray, allowing for custom processing: #rainbow = 0.7 + 0.3 * read_image("data/rainbow.jpg", normalized=True) #rainbow = make_color_2d(rainbow, gamma=2.2, channel_order="RGBA") #rt.set_texture_2d("rainbow", rainbow) # Setup materials: m_thin2 = copy.deepcopy(m_thin_walled) # textured material based on the predefined thin-walled material m_thin2["ColorTextures"] = [ "rainbow" ] # reference texture by name rt.setup_material("glass", m_clear_glass) rt.setup_material("thin", m_thin_walled) rt.setup_material("thin2", m_thin2) # Prepare a simple scene objects, camera and lights: rt.set_data("plane", geom="Parallelograms", pos=[[-15, 0, -15]], u=[30, 0, 0], v=[0, 0, 30], c=0.94) rt.set_data("block1", geom="Parallelepipeds", pos=[[-6, -0.07, -1]], u=[12, 0, 0], v=[0, 0.1, 0], w=[0, 0, 3], c=0.94) rt.set_data("block2", geom="Parallelepipeds", pos=[[-6, 0, -1]], u=[12, 0, 0], v=[0, 4, 0], w=[0, 0, 0.1], c=0.94) # Setup lights and the camera: rt.setup_light("light1", light_type="Parallelogram", pos=[-2.5, 2.5, 3], u=[0.8, 0, 0], v=[0, -0.8, 0], color=[6, 5.7, 5.4]) rt.setup_light("light2", light_type="Parallelogram", pos=[-0.5, 3.2, 0], u=[0.8, 0, 0], v=[0, 0, 0.8], color=[8, 7.6, 7.2]) rt.setup_light("light3", light_type="Parallelogram", pos=[1.5, 2.5, 3], u=[0.8, 0, 0], v=[0, -0.8, 0], color=[6, 5.7, 5.4]) rt.setup_camera("cam1", cam_type="DoF", eye=[0, 0.4, 6], target=[0, 1, 0], aperture_radius=0.025, fov=35, focal_scale=0.9) # Make some bubbles: n = 20 x = np.linspace(-3, 3, n) r = 0.3*np.cos(0.4*x) y = 0.8*np.sin(x) + 1.2 z = 0.8*np.cos(x) + 0.4 b1 = np.stack((x, y, z)).T rt.set_data("bubbles1", mat="thin", pos=b1, r=r, c=0.5+0.5*map_to_colors(x, "rainbow")) y = 0.8*np.sin(x + 3) + 1.2 z = 0.8*np.cos(x + 3) + 0.4 b2 = np.stack((x, y, z)).T rt.set_data("bubbles2", geom="ParticleSetTextured", mat="thin2", pos=b2, r=r) y = np.sin(x + 2) + 1.2 z = np.cos(x + 2) + 0.4 b3 = np.stack((x, y, z)).T rt.set_data("beads", mat="glass", pos=b3, r=0.75*r, c=10) y = np.sin(x + 5) + 1.3 z = np.cos(x + 5) + 0.3 b4 = np.stack((x, y, z)).T rt.set_data("balls", pos=b4, r=0.75*r, c=0.92) # Let's start: rt.start() print("done")
def main(): # make some data first: b = 4 n = 200 k = 9.1 l = 1.1 m = 7.1 r0 = 0.06 q = 11 x = np.sin(np.linspace(0, 2 * b * k * np.pi, b * n)) y = np.cos(np.linspace(0, 2 * b * l * np.pi, b * n)) z = np.sin(np.linspace(0, 2 * b * m * np.pi, b * n)) pos = np.stack((x, y, z)).T r = r0 * 0.5 * (1 + np.sin(np.linspace(0, 2 * b * q * np.pi, b * n))) + 0.002 # create and configure, show the window later optix = TkOptiX() optix.set_param(min_accumulation_step=2, max_accumulation_frames=64) optix.setup_material("plastic", m_plastic) optix.setup_camera("dof_cam", cam_type="DoF", eye=[-4, 3, 4], target=[0, 0, 0], up=[0.21, 0.86, -0.46], focal_scale=0.75) # some exposure and gamma adjutments optix.set_float("tonemap_exposure", 0.9) optix.set_float("tonemap_gamma", 1.4) optix.add_postproc("Gamma") ################################################################################ # Try one of the background / lighting settings: # ------------------------------------------------------------------------------ # 1. Ray tracer is initialized in `AmbientLight` mode. There is a constant # background color and an omnidirectional light with the color independent # from the background: #optix.setup_light("l1", color=4*np.array([0.99, 0.95, 0.9]), radius=3) #optix.set_background([0, 0.02, 0.1]) # ambient and background colors can be #optix.set_ambient(0.4) # RGB array or a gray level # ------------------------------------------------------------------------------ # 2. `Default` (although not set by default initialization) mode uses # background color to paint the background and as the ambient light, # so a brighter one is better looking here: #optix.set_background_mode("Default") #optix.setup_light("l1", color=np.array([0.99, 0.95, 0.9]), radius=3) # just a little light from the side #optix.set_background(0.94) # ------------------------------------------------------------------------------ # 3. Environment map. Background texture is projected on the sphere with # infinite radius, and it is also the source of the ambient light. # make a small RGB texture with a vertical gradient a = np.linspace(0.94, 0, 10) b = np.zeros((10, 2, 3)) for i in range(10): b[i, 0] = np.full(3, a[i]) b[i, 1] = np.full(3, a[i]) # extend to RGBA (RGB is fine to use with `set_background()`, but is converted to # RGBA internally anyway) bg = np.zeros((10, 2, 4), dtype=np.float32) bg[:, :, :-1] = b optix.set_background_mode("TextureEnvironment") optix.setup_light("l1", color=np.array([0.99, 0.95, 0.9]), radius=3) # just a little light from the side optix.set_background(bg) # ------------------------------------------------------------------------------ # 4. Fixed background texture. Background is just a wallpaper, you need to setup # ambient light and/or other lights. # make a small RGB texture with a vertical gradient #a = np.linspace(0.94, 0, 10) #b = np.zeros((10, 2, 3)) #for i in range(10): # b[i,0]=np.full(3, a[i]) # b[i,1]=np.full(3, a[i]) #optix.set_background_mode("TextureFixed") #optix.setup_light("l1", color=4*np.array([0.99, 0.95, 0.9]), radius=3) #optix.set_background(b) #optix.set_ambient(0.4) # ------------------------------------------------------------------------------ # Note: background mode, lights, colors and textures can be all updated also # after the window is open, while the ray tracing running. ################################################################################ # create a plot of parametric curve calculated above, and open the window optix.set_data("plot", pos=pos, r=r, c=0.94, geom="BezierChain", mat="plastic") #optix.set_data("plot", pos=pos, r=r, c=0.94, geom="BSplineQuad", mat="plastic") #optix.set_data("plot", pos=pos, r=r, c=0.94, geom="BSplineCubic", mat="plastic") #optix.set_data("plot", pos=pos, r=r, c=0.94, geom="SegmentChain", mat="plastic") optix.start() print(optix.get_background_mode()) print("done")
def main(): b = 7000 # number of curves n = 60 # number pf nodes per curve dt = 0.08 # nodes distance ofs = 50 * np.random.rand(3) inp = 5 * np.random.rand(b, 3, 4) - 2.5 for c in range(b): inp[c, 1:, :3] = inp[c, 0, :3] inp[c, :, 0] *= 1.75 # more spread in X inp[c, :, 3] = ofs # sync the 4'th dim of the noise #print(inp) pos = np.zeros((b, n, 3), dtype=np.float32) r = np.zeros((b, n), dtype=np.float32) rnd = simplex(inp) #print(rnd) for t in range(n): rt = 2.0 * (t + 1) / (n + 2) - 1 rt = 1 - rt * rt r[:, t] = 0.07 * rt * rt for c in range(b): mag = np.linalg.norm(rnd[c]) r[c, t] *= 0.2 + 0.8 * mag # modulate thickness rnd[c] = (dt / mag) * rnd[c] # normalize and scale the step size inp[c, :, :3] += rnd[c] # step in the field direction pos[c, t] = inp[c, 0, :3] rnd = simplex(inp, rnd) # calculate noise at the next pos rt = TkOptiX(start_now=False) rt.set_param( min_accumulation_step=1, max_accumulation_frames=200, rt_timeout=100000 # accept lower fps ) exposure = 1.2 gamma = 1.8 rt.set_float("tonemap_exposure", exposure) rt.set_float("tonemap_gamma", gamma) rt.set_float("denoiser_blend", 0.25) rt.add_postproc("Denoiser") rt.setup_material("plastic", m_plastic) for c in range(b): if np.random.uniform() < 0.05: rt.set_data("c" + str(c), pos=pos[c], r=1.1 * r[c], c=[0.4, 0, 0], geom="BezierChain") else: rt.set_data("c" + str(c), pos=pos[c], r=r[c], c=0.94, geom="BezierChain", mat="plastic") rt.setup_camera("dof_cam", eye=[0, 0, 12], target=[0, 0, 0], fov=57, focal_scale=0.7, cam_type="DoF") rt.setup_light("l1", pos=[8, -3, 13], color=1.5 * np.array([0.99, 0.97, 0.93]), radius=5) rt.setup_light("l2", pos=[-17, -7, 5], u=[0, 0, -10], v=[0, 14, 0], color=1 * np.array([0.25, 0.28, 0.35]), light_type="Parallelogram") rt.set_ambient([0.05, 0.07, 0.09]) rt.set_background(0) rt.show() print("done")
input_path = "./Nice_flake/" output_path = "./Renders" # dataname=r"full_save.npz" # points= np.load(input_path+dataname,"r+")["arr_0"] rad = 0.13 # points = np.load("full_save.npz","r+")["arr_0"] # Fullpoints = np.zeros([points.shape[1],3]) # Fullpoints[:,0] = points[0,:] # Fullpoints[:,1] = points[1,:] plot = TkOptiX() plot.setup_material("ice", m_metallic) plot.set_ambient(0.7) plot.set_background(0.4) # plot.load_mesh_obj("./mesh/prism", "hexa") fname = "back.jpg" plot.set_float("tonemap_exposure", 0.9) plot.set_float("tonemap_gamma", 1.2) plot.add_postproc("Gamma") plot.set_background_mode("TextureEnvironment") # plot.setup_light("l1", color=1*np.array([0.99, 0.95, 0.9]), radius=3) plot.set_background(fname) plot.set_ambient(0.1)
def main(): # Setup the raytracer: rt = TkOptiX() rt.set_param(min_accumulation_step=2, # update image every 2 frames max_accumulation_frames=250) # accumulate 250 frames rt.set_uint("path_seg_range", 5, 15) # allow many reflections/refractions exposure = 1.5; gamma = 2.2 rt.set_float("tonemap_exposure", exposure) rt.set_float("tonemap_igamma", 1 / gamma) rt.add_postproc("Gamma") # Gamma correction, or use AI denoiser. #rt.setup_denoiser() # *** but not both together *** rt.set_background(0) rt.set_ambient(0) # Setup materials: m_thin2 = m_thin_walled.copy() # textured material based on the predefined thin-walled material m_thin2["Textures"] = [ { "Baseline": 0.7, # Prescale the texture to make it bright, as one would expect for a bubbles: "Prescale": 0.3, # color = Baseline + Prescale * original_color "Gamma": 2.2, # And compensate the gamma correction applied in 2D postprocessing. "Source": "data/rainbow.jpg", "Format": RtFormat.Float4.value } ] rt.setup_material("glass", m_clear_glass) rt.setup_material("thin", m_thin_walled) rt.setup_material("thin2", m_thin2) # Prepare a simple scene objects, camera and lights: rt.set_data("plane", geom="Parallelograms", pos=[[-15, 0, -15]], u=[30, 0, 0], v=[0, 0, 30], c=0.94) rt.set_data("block1", geom="Parallelepipeds", pos=[[-6, -0.07, -1]], u=[12, 0, 0], v=[0, 0.1, 0], w=[0, 0, 3], c=0.94) rt.set_data("block2", geom="Parallelepipeds", pos=[[-6, 0, -1]], u=[12, 0, 0], v=[0, 4, 0], w=[0, 0, 0.1], c=0.94) # Setup lights and the camera: rt.setup_light("light1", light_type="Parallelogram", pos=[-2.5, 2.5, 3], u=[0.8, 0, 0], v=[0, -0.8, 0], color=[6, 5.7, 5.4]) rt.setup_light("light2", light_type="Parallelogram", pos=[-0.5, 3.2, 0], u=[0.8, 0, 0], v=[0, 0, 0.8], color=[8, 7.6, 7.2]) rt.setup_light("light3", light_type="Parallelogram", pos=[1.5, 2.5, 3], u=[0.8, 0, 0], v=[0, -0.8, 0], color=[6, 5.7, 5.4]) rt.setup_camera("cam1", cam_type="DoF", eye=[0, 0.4, 6], target=[0, 1, 0], aperture_radius=0.025, fov=35, focal_scale=0.9) # Make some bubbles: n = 20 x = np.linspace(-3, 3, n) r = 0.3*np.cos(0.4*x) y = 0.8*np.sin(x) + 1.2 z = 0.8*np.cos(x) + 0.4 b1 = np.stack((x, y, z)).T rt.set_data("bubbles1", mat="thin", pos=b1, r=r, c=0.5+0.5*map_to_colors(x, "rainbow")) y = 0.8*np.sin(x + 3) + 1.2 z = 0.8*np.cos(x + 3) + 0.4 b2 = np.stack((x, y, z)).T rt.set_data("bubbles2", geom="ParticleSetTextured", mat="thin2", pos=b2, r=r) y = np.sin(x + 2) + 1.2 z = np.cos(x + 2) + 0.4 b3 = np.stack((x, y, z)).T rt.set_data("beads", mat="glass", pos=b3, r=0.75*r, c=10) y = np.sin(x + 5) + 1.3 z = np.cos(x + 5) + 0.3 b4 = np.stack((x, y, z)).T rt.set_data("balls", pos=b4, r=0.75*r, c=0.92) # Let's start: rt.start() print("done")