sekme-58
whitesmoke
600
#dd3333
# 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"]
# LightSpot is a light source plugin that can be used to simulate lights created by a spotlight.
light = renderer.classes.LightSpot()
# Specify the light position, rotation and scale.
light.transform = vray.Transform(
vray.Matrix(
vray.Vector(2.220446e-016, 5.551115e-017, 1),
vray.Vector(0.8358706, 0.5489266, -2.160721e-016),
vray.Vector(-0.5489266, 0.8358706, 7.548605e-017)),
vray.Vector(0, 197.3685320682933, 76.22419500664734))
# Specify the light intensity based on the 'units' parameter.
light.intensity = 800
# Specify the color of the light in RGB float values and alpha(1.0f)
light.color = vray.AColor(1, 0.85, 0.5)
# Specify the cone angle of the spot in radians.
light.coneAngle = 0.69
# Specify the penumbra angle of the spot in radians. Positive is outside the spot cone, negative is inside.
light.penumbraAngle = 0.07
# Specify the light decay type.
# Possible values are:
# 0 (No Decay)
# 1 (Linear)
# 2 (Quadratic) - default
# 3 (Cubic)
light.decay = 1
# 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
# Specify a threshold for the light intensity, below which the light will
# not be computed. This can be useful in scenes with many lights, where you
# want to limit the effect of the lights to some distance around them.
# Larger values cut away more from the light; lower values make the light
# range larger. If you specify 0.0, the light will be calculated for all surfaces.
light.cutoffThreshold = 0.005
# Start rendering.
renderer.startSync()
# Wait for rendering to end.
renderer.waitForRenderEnd()
#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");
// LightSpot is a light source plugin that can be used to simulate lights created by a spotlight.
LightSpot light = renderer.newPlugin<LightSpot>();
// Specify the light position, rotation and scale.
light.set_transform(Transform(
Matrix(
Vector(2.220446e-016, 5.551115e-017, 1.0),
Vector(0.8358706, 0.5489266, -2.160721e-016),
Vector(-0.5489266, 0.8358706, 7.548605e-017)),
Vector(0.0, 197.3685320682933, 76.22419500664734)));
// Specify the light intensity based on the 'units' parameter.
light.set_intensity(800);
// Specify the color of the light in RGB float values and alpha(1.0f)
light.set_color(AColor(1, 0.85, 0.5));
// Specify the cone angle of the spot in radians.
light.set_coneAngle(0.69f);
// Specify the penumbra angle of the spot in radians. Positive is outside the spot cone, negative is inside.
light.set_penumbraAngle(0.07f);
// Specify the light decay type. Possible values are:
// 0 (No Decay)
// 1 (Linear)
// 2 (Quadratic) - default
// 3 (Cubic)
light.set_decay(1);
// 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);
// Specify a threshold for the light intensity, below which the light will
// not be computed. This can be useful in scenes with many lights, where you
// want to limit the effect of the lights to some distance around them.
// Larger values cut away more from the light; lower values make the light
// range larger. If you specify 0.0, the light will be calculated for all surfaces.
light.set_cutoffThreshold(0.005f);
// Start rendering.
renderer.startSync();
// Wait for rendering to end.
renderer.waitForRenderEnd();
return 0;
}
using System;
using System.IO;
using VRay;
using VRay.Plugins;
namespace _10_spot
{
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");
// LightSpot is a light source plugin that can be used to simulate lights created by a spotlight.
LightSpot light = renderer.NewPlugin<LightSpot>();
// Specify the light position, rotation and scale.
light.Transform = new Transform(
new Matrix(
new Vector(2.220446e-016, 5.551115e-017, 1),
new Vector(0.8358706, 0.5489266, -2.160721e-016),
new Vector(-0.5489266, 0.8358706, 7.548605e-017)),
new Vector(0, 197.3685320682933, 76.22419500664734));
// Specify the light intensity based on the 'units' parameter.
light.Intensity = 800;
// Specify the color of the light in RGB float values and alpha = 1.
light.Color = new AColor(1, 0.85, 0.5);
// Specify the cone angle of the spot in radians.
light.ConeAngle = 0.69F;
// Specify the penumbra angle of the spot in radians. Positive is outside the spot cone, negative is inside.
light.PenumbraAngle = 0.07F;
// Specify the light decay type. Possible values are:
// 0 (No Decay)
// 1 (Linear)
// 2 (Quadratic) - default
// 3 (Cubic)
light.Decay = 1;
// 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;
// Specify a threshold for the light intensity, below which the light will
// not be computed. This can be useful in scenes with many lights, where you
// want to limit the effect of the lights to some distance around them.
// Larger values cut away more from the light; lower values make the light
// range larger. If you specify 0.0, the light will be calculated for all surfaces.
light.CutoffThreshold = 0.005F;
// 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"];
// LightSpot is a light source plugin that can be used to simulate lights created by a spotlight.
var light = renderer.classes.LightSpot();
// Specify the light position, rotation and scale.
light.transform = vray.Transform(
vray.Matrix(
vray.Vector(2.220446e-016, 5.551115e-017, 1),
vray.Vector(0.8358706, 0.5489266, -2.160721e-016),
vray.Vector(-0.5489266, 0.8358706, 7.548605e-017)),
vray.Vector(0, 197.3685320682933, 76.22419500664734));
// Specify the light intensity based on the 'units' parameter.
light.intensity = 800;
// Specify the color of the light in RGB float values and alpha(1.0f)
light.color = vray.AColor(1, 0.85, 0.5);
// Specify the cone angle of the spot in radians.
light.coneAngle = 0.69;
// Specify the penumbra angle of the spot in radians. Positive is outside the spot cone, negative is inside.
light.penumbraAngle = 0.07;
// Specify the light decay type. Possible values are:
// 0 (No Decay)
// 1 (Linear)
// 2 (Quadratic) - default
// 3 (Cubic)
light.decay = 1;
// 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;
// Specify a threshold for the light intensity, below which the light will
// not be computed. This can be useful in scenes with many lights, where you
// want to limit the effect of the lights to some distance around them.
// Larger values cut away more from the light; lower values make the light
// range larger. If you specify 0.0, the light will be calculated for all surfaces.
light.cutoffThreshold = 0.005;
// Start rendering.
renderer.start(function(err) {
if (err) throw err;
// Wait for rendering to end.
renderer.waitForRenderEnd(function() {
renderer.close();
});
});
});