import gl gl.resetdefaults() kframesperrotation = 180 gl.meshcolor(210, 148, 148) 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('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')
import gl gl.resetdefaults() gl.meshload('BrainMesh_ICBM152Left_smoothed.mz3') gl.meshcurv() gl.shadername('hidecurves') gl.overlayload('CIT168.mz3') gl.shaderforbackgroundonly(1) gl.shaderadjust('curvthreshhi', 0.44)
import gl gl.resetdefaults() #pth='/Users/chris/Downloads/MNI_Glasser_HCP_2019_03_26/' #pth='/Users/chris/Downloads/MNI_Glasser_HCP_2019_03_26/' #gl.meshload(pth+'std.141.lh.pial.gii') #gl.overlayload(pth+'lh.std.141.Glasser.1D.dset') #gl.overlaycolorname(1,'Random') pth = '/Users/chris/AFNI_data6x/FT_analysis/FT/SUMA/' #gl.meshload(pth+'std.60.rh.pial.gii') #gl.meshload(pth+'std.60.rh.inflated.gii') #gl.overlayload(pth+'std.141.FT_rh.MI.1D') gl.meshload(pth + 'std.141.lh.inflated.gii') #gl.overlayload(pth+'std.141.FT_lh.niml.M2M') #gl.overlayload(pth+'std.60.rh.aparc.a2009s.annot.niml.dset'); #gl.overlaycolorname(1,'Random') #gl.overlayload(pth+'std.60.rh.curv.niml.dset') #pth='/Users/chris/Downloads/MNI_Glasser_HCP_2019_03_26/surfs/' #gl.meshload(pth+'HCP.R_Superior_Frontal_Language_Area.k1026.gii') #gl.overlayload(pth+'HCP.R_Superior_Frontal_Language_Area.k1026.niml.dset')
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.meshload('/Users/chris/afni/pial/lh.sphere') gl.overlayload('/Users/chris/afni/pial/lh.HCP-MMP1.annot') gl.atlas2node('/Users/chris/afni/pial/mynodes.node')
import gl gl.resetdefaults() gl.meshload('BrainMesh_ICBM152Right.mz3') gl.overlayload('motor_4t95mesh.mz3') gl.overlaycolorname(1, 'red') gl.shaderxray(0.9, 0.5) gl.azimuthelevation(110, 15) gl.shadername('MatCap') gl.shadermatcap('Cortex') gl.meshcurv() gl.overlaytranslucent(2, 1)
import gl gl.resetdefaults() gl.meshload('~/catani/fs_LR.L.inflated_va_avg.32k_fs_LR.surf.gii') gl.overlayload('~/catani/Wang_2015.32k_fs_LR.dlabel.nii') gl.contour(gl.overlaycount()) gl.overlaycolorname(gl.overlaycount(), 'Grayscale') #invert color scheme so borders are black not white gl.overlayinvert(gl.overlaycount(), 1)
import gl gl.resetdefaults() pth='/Users/chris/Downloads/MNI_Glasser_HCP_2019_03_26/' gl.meshload(pth+'std.141.lh.pial.gii') #gl.overlayload(pth+'lh.std.141.Glasser.gii.dset') #gl.overlayload(pth+'lh.std.141.Glasser_HCP.niml.dset') gl.overlayload(pth+'lh.std.141.Glasser_HCP.lbl.niml.dset') #gl.atlas2node('/Users/chris/afni/pial/mynodes.node') #gl.overlayload(pth+'lh.std.141.Glasser.1D.dset')
import gl gl.resetdefaults() gl.meshload('BrainMesh_ICBM152_smoothed.lh.mz3') gl.meshcurv() gl.shadername('hidecurves') gl.overlayload('CIT168.mz3') gl.shaderforbackgroundonly(1) gl.shaderadjust('curvthreshhi', 0.44)
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() gl.meshload('AICHAhr_left') gl.atlas2node('/Users/chris/afni/pial/mynodes.node')
import gl gl.resetdefaults() gl.meshload('/Users/chris/catani/fs_LR.L.inflated_va_avg.32k_fs_LR.surf.gii') gl.overlayload('/Users/chris/catani/Q1-Q6_RelatedParcellation210.CorticalAreas_dil_Final_Final_Areas_Group_Colors.32k_fs_LR.dlabel.nii') gl.contour(0) #gl.overlayload('/Users/chris/catani/Q1-Q6_RelatedParcellation210.CorticalAreas_dil_Final_Final_Areas_Group_Colors.32k_fs_LR.dlabel.nii')
import gl gl.resetdefaults() gl.meshload('mni152_2009.mz3') gl.overlayload('motor_4t95mesh.mz3') gl.clipazimuthelevation(0.37, 0, 140) gl.shaderambientocclusion(0.5) gl.azimuthelevation(90, 20) gl.shaderxray(1.0, 0.3)
import gl ksteps = 100 gl.resetdefaults() gl.meshload('stroke.mz3') gl.trackload('stroke.trk.gz') gl.trackprefs(15, 3, 0.5) for i in range(1, ksteps): gl.clipazimuthelevation(((0.8 * i) / ksteps), 0, 130) gl.wait(20)
import gl gl.resetdefaults() gl.meshload('/Users/chris/afni/pial/lh.pial') gl.overlayload('/Users/chris/afni/pial/lh.HCP-MMP1.annot') gl.atlas2node('/Users/chris/afni/pial/mynodes.node')
import gl gl.resetdefaults() 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)
import gl gl.resetdefaults() gl.meshload('lh.inflated') #gl.overlayload(pth+'lh.std.141.Glasser.gii.dset') #gl.overlayload(pth+'lh.std.141.Glasser_HCP.niml.dset') gl.overlayload('boggle.annot') #gl.atlas2node('/Users/chris/afni/pial/mynodes.node') #gl.overlayload(pth+'lh.std.141.Glasser.1D.dset') gl.atlas2node('/Users/chris/test.node')