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Bu bölümde V-Ray’deki bir diğer alan ışık kaynağı olan küre ışığını ele alacağız. Bu, küresel alan ışığını temsil eder. Geometrik detay, segment sayısı ile parametrelendirilir.

Parametreler #


LightSphere eklentisi , genel ışık parametrelerinin yanı sıra  aşağıdaki özel parametrelere de sahiptir:

  • noDecay  – Eğer true olarak ayarlanırsa, ışık yoğunluğu mesafeyle azalmaz. Varsayılan olarak ters kare yasası uygulanır.

  • Yarıçap  – Oluşturulan kürenin sahne birimleri cinsinden yarıçapı.

  • sphere_segments  – Küreyi oluşturan düz segment sayısı. Daha pürüzsüz bir şekil istiyorsanız varsayılan 20 değerini artırın.


Örnek #

# Compatibility with Python 2.7.
from __future__ import print_function
 
# The directory containing the vray shared object should be present in the PYTHONPATH environment variable.
# Try to import the vray module from VRAY_SDK/python, if it is not in PYTHONPATH
import sys, os
VRAY_SDK = os.environ.get('VRAY_SDK')
if VRAY_SDK:
    sys.path.append(os.path.join(VRAY_SDK, 'python'))
import vray
 
SCENE_PATH = os.path.join(os.environ.get('VRAY_SDK'), 'scenes')
# Change process working directory to SCENE_PATH in order to be able to load relative scene resources.
os.chdir(SCENE_PATH)
 
# The renderer is automatically closed after the `with` block.
with vray.VRayRenderer() as renderer:
    # Register a simple log callback. Always useful for debugging.
    def dumpMsg(renderer, message, level, instant):
        if level == vray.LOGLEVEL_ERROR:
            print("[ERROR]", message)
        elif level == vray.LOGLEVEL_WARNING:
            print("[Warning]", message)
        elif level == vray.LOGLEVEL_INFO:
            print("[info]", message)
        # Uncomment for testing, but you might want to ignore these in real code
        #else: print("[debug]", message)
    renderer.setOnLogMessage(dumpMsg)
 
    # Load scene from a file.
    renderer.load(os.path.join(SCENE_PATH, 'lighting.vrscene'))
    # Remove original light source from the scene.
    del renderer.plugins["VRayLightDomeShape1"]
 
    # LightSphere is a light source plugin that can be used to create lights in the shape of a sphere.
    # It is a good general-purpose V-Ray light for illuminating scenes to
    # simulate real-world point light sources such as lamp bulbs.
    # The sphere can be scaled to any size and emits light outward in all directions.
    # Note: LightOmni plugin with positive shadow radius could be used as
    # a more efficient alternative if looking directly at the light source is not relevant.
    light = renderer.classes.LightSphere()
    # Specify the light position, rotation and scale.
    light.transform = vray.Transform(
        vray.Matrix(
            vray.Vector(1, 0, 0),
            vray.Vector(0, 1, 0),
            vray.Vector(0, 0, 1)),
        vray.Vector(88.89071301469392, 122.8788080125288, 70.66566225009477))
    # Specify the color of the light in RGB float values and alpha(1.0f)
    light.color = vray.AColor(1, 0.7871177, 0.385)
    # Specify the light intensity based on the 'units' parameter.
    light.intensity = 600
    # Specify the radius of the sphere light.
    # If "units = 0/2/4" the intensity of the light emitted will be relative to the radius.
    # If "units = 1/3" the intensity of the light emitted will be independent of the radius.
    light.radius = 8
    # Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.
    light.shadowBias = 0.02
    # Specify that the bumped normal should be used to check if the light direction is below the surface.
    light.bumped_below_surface_check = True
    # Start rendering.
    renderer.startSync()
    # Wait for rendering to end.
#define VRAY_RUNTIME_LOAD_PRIMARY
 
#include "vraysdk.hpp"
#include "vrayplugins.hpp"
#include "utils.h"
 
using namespace VRay;
using namespace VRay::Plugins;
using namespace std;
 
const char *BASE_PATH = getenv("VRAY_SDK");
string SCENE_PATH = (BASE_PATH ? string(BASE_PATH) : string(".")) + PATH_DELIMITER + "scenes";
 
int main() {
// Change process working directory to SCENE_PATH in order to be able to load relative scene resources.
changeCurrentDir(SCENE_PATH.c_str());
// Load V-Ray SDK library.
VRayInit init(NULL, true);
// Create an instance of VRayRenderer with default options.
// The renderer is automatically closed at the end of the current scope.
VRayRenderer renderer;
// It's recommended to always have a console log
renderer.setOnLogMessage(logMessage);
// Load scene from a file.
renderer.load("lighting.vrscene");
// Remove original light source from the scene.
renderer.deletePlugin("VRayLightDomeShape1");
// LightSphere is a light source plugin that can be used to create lights in the shape of a sphere.
// It is a good general-purpose V-Ray light for illuminating scenes to
// simulate real-world point light sources such as lamp bulbs.
// The sphere can be scaled to any size and emits light outward in all directions.
// Note: LightOmni plugin with positive shadow radius could be used as
// a more efficient alternative if looking directly at the light source is not relevant.
LightSphere light = renderer.newPlugin<LightSphere>();
// Specify the light position, rotation and scale.
light.set_transform(Transform(
Matrix(
Vector(1.0, 0.0, 0.0),
Vector(0.0, 1.0, 0.0),
Vector(0.0, 0.0, 1.0)),
Vector(88.89071301469392, 122.8788080125288, 70.66566225009477)));
// Specify the color of the light in RGB float values and alpha(1.0f)
light.set_color(AColor(1, 0.7871177, 0.385));
// Specify the light intensity based on the 'units' parameter.
light.set_intensity(600);
// Specify the radius of the sphere light.
// If "units = 0/2/4" the intensity of the light emitted will be relative to the radius.
// If "units = 1/3" the intensity of the light emitted will be independent of the radius.
light.set_radius(8);
// Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.
light.set_shadowBias(0.02f);
// Specify that the bumped normal should be used to check if the light direction is below the surface.
light.set_bumped_below_surface_check(true);
// Start rendering.
renderer.startSync();
// Wait for rendering to end.
renderer.waitForRenderEnd();
return 0;
}
using System;
using System.IO;
using VRay;
using VRay.Plugins;
 
namespace _09_sphere
{
    class Program
    {
        static void Main(string[] args)
        {
            string SCENE_PATH = Path.Combine(Environment.GetEnvironmentVariable("VRAY_SDK"), "scenes");
            // Change process working directory to SCENE_PATH in order to be able to load relative scene resources.
            Directory.SetCurrentDirectory(SCENE_PATH);
            // Create an instance of VRayRenderer with default options. The renderer is automatically closed after the `using` block.
using (VRayRenderer renderer = new VRayRenderer())
            {
                // Add a listener for any type of log message.
                renderer.LogMessage += new EventHandler<MessageEventArgs>((source, e) =>
                {
                    // You can remove the if for testing, but you might want to ignore Debug in real code
                    if (e.LogLevel != LogLevelType.Debug)
                    {
                        Console.WriteLine(String.Format("[{0}] {1}", e.LogLevel.ToString(), e.Message));
                    }
                });
                // Load scene from a file.
                renderer.Load("lighting.vrscene");
                // Remove original light source from the scene.
                renderer.DeletePlugin("VRayLightDomeShape1");
                // LightSphere is a light source plugin that can be used to create lights in the shape of a sphere.
                // It is a good general-purpose V-Ray light for illuminating scenes to
                // simulate real-world point light sources such as lamp bulbs.
                // The sphere can be scaled to any size and emits light outward in all directions.
                // Note: LightOmni plugin with positive shadow radius could be used as
                // a more efficient alternative if looking directly at the light source is not relevant.
                LightSphere light = renderer.NewPlugin<LightSphere>();
                // Specify the light position, rotation and scale.
                light.Transform = new Transform(
                    new Matrix(
                        new Vector(1, 0, 0),
                        new Vector(0, 1, 0),
                        new Vector(0, 0, 1)),
                    new Vector(88.89071301469392, 122.8788080125288, 70.66566225009477));
                // Specify the color of the light in RGB float values and alpha = 1.
                light.Color = new AColor(1, 0.7871177, 0.385);
                // Specify the light intensity based on the 'units' parameter.
                light.Intensity = 600;
                // Specify the radius of the sphere light.
                // If "units = 0/2/4" the intensity of the light emitted will be relative to the radius.
                // If "units = 1/3" the intensity of the light emitted will be independent of the radius.
                light.Radius = 8;
                // Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.
                light.ShadowBias = 0.02F;
                // Specify that the bumped normal should be used to check if the light direction is below the surface.
                light.BumpedBelowSurfaceCheck = true;
                // Specify the number of parameter samples for motion blur.
                light.Nsamples = 1;
                // Start rendering.
                renderer.StartSync();
                // Wait for rendering to end.
                renderer.WaitForRenderEnd();
            }
        }
    }
}
var path = require('path');
var vray = require(path.join(process.env.VRAY_SDK, 'node', 'vray'));
 
var SCENE_PATH = path.join(process.env.VRAY_SDK, 'scenes');
// Change process working directory to SCENE_PATH in order to be able to load relative scene resources.
process.chdir(SCENE_PATH);
 
// Create an instance of VRayRenderer with default options.
var renderer = vray.VRayRenderer();
// It's recommended to always have a console log callback
renderer.on("logMessage", function(message, level, instant) {
if (level == vray.LOGLEVEL_ERROR)
console.log("[ERROR] ", message);
else if (level == vray.LOGLEVEL_WARNING)
console.log("[Warning] ", message);
else if (level == vray.LOGLEVEL_INFO)
console.log("[info] ", message);
// Uncomment for testing, but you might want to ignore these in real code
//else console.log("[debug] ", message);
});
// Load scene from a file asynchronously.
renderer.load("lighting.vrscene", function(err) {
    if (err) throw err;
    // Remove original light source from the scene.
    delete renderer.plugins["VRayLightDomeShape1"];
    // LightSphere is a light source plugin that can be used to create lights in the shape of a sphere.
    // It is a good general-purpose V-Ray light for illuminating scenes to
    // simulate real-world point light sources such as lamp bulbs.
    // The sphere can be scaled to any size and emits light outward in all directions.
    // Note: LightOmni plugin with positive shadow radius could be used as
    // a more efficient alternative if looking directly at the light source is not relevant.
    var light = renderer.classes.LightSphere();
    // Specify the light position, rotation and scale.
    light.transform = vray.Transform(
        vray.Matrix(
            vray.Vector(1, 0, 0),
            vray.Vector(0, 1, 0),
            vray.Vector(0, 0, 1)),
        vray.Vector(88.89071301469392, 122.8788080125288, 70.66566225009477));
    // Specify the color of the light in RGB float values and alpha(1.0f)
    light.color = vray.AColor(1, 0.7871177, 0.385);
    // Specify the light intensity based on the 'units' parameter.
    light.intensity = 600;
    // Specify the radius of the sphere light.
    // If "units = 0/2/4" the intensity of the light emitted will be relative to the radius.
    // If "units = 1/3" the intensity of the light emitted will be independent of the radius.
    light.radius = 8;
    // Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.
    light.shadowBias = 0.02;
    // Specify that the bumped normal should be used to check if the light direction is below the surface.
    light.bumped_below_surface_check = true;
    // Start rendering.
    renderer.start(function(err) {
        if (err) throw err;
        // Wait for rendering to end.
        renderer.waitForRenderEnd(function() {
            renderer.close();
        });
    });
});

Sonuç #


 

Bu render için kullanılan sahne “Lighting_Sphere.vrscene” olarak adlandırılır ve sahne paketinde bulunabilir (içinde bulunan farklı parametrelere ilişkin yorumlar mevcuttur).  

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