Wenden Sie visuelle Effekte an, um 3D-Ansichten zu speichern
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Mit Aspose.3D for Python via .NET API können Entwickler visuelle Effekte auf 3D Ansichten anwenden, bevor sie im Bild speichern. Diese visuellen Effekte werden auch als Nach verarbeitung effekte oder Filter bezeichnet, die in Echtzeit auf alles angewendet werden, was in der 3D-Ansicht angezeigt wird.
Visuelle Effekte auf 3D View anwenden
Die get_post_processing-Methode der Renderer-Klasse ermöglicht es, jeden unterstützten visuellen Effekt zu erstellen. Die Renderer-Klasse bietet ein post_processings-Mitglied, um verschiedene Filter anzuwenden. Die Add-Methode der PostProcessings-Klasse ermöglicht es, einen Filter vor dem Rendern einzubauen.
Programmier probe
Dieses Code beispiel wendet einen visuellen Effekt auf eine 3D-Ansicht an.
from aspose import pycore
from aspose.pydrawing import Color
from aspose.pydrawing.imaging import ImageFormat
from aspose.threed import Scene
from aspose.threed.entities import Camera, Light, LightType
from aspose.threed.render import ITexture2D, RenderParameters, Renderer
from aspose.threed.utilities import RelativeRectangle, Vector3
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# Load an existing 3D scene
scene = Scene("data-dir" + "scene.obj")
# Create an instance of the camera
camera = Camera()
scene.root_node.create_child_node("camera", camera).transform.translation = Vector3(2, 44, 66)
# Set the target
camera.look_at = Vector3(50, 12, 0)
light = Light()
light.color = Vector3(Color.white)
light.light_type = LightType.POINT
# Create a light
scene.root_node.create_child_node("light", light).transform.translation = Vector3(26, 57, 43)
# The CreateRenderer will create a hardware OpenGL-backend renderer, more renderer will be added in the future
# And some internal initializations will be done.
# When the renderer left using the scope, the unmanaged hardware resources will also be disposed
with Renderer.create_renderer() as renderer:
renderer.enable_shadows = False
# Create a new render target that renders the scene to texture(s)
# Use default render parameters
# And one output targets
# Size is 1024 x 1024
# This render target can have multiple render output textures, but here we only need one output.
# The other textures and depth textures are mainly used by deferred shading in the future.
# But you can also access the depth texture through IRenderTexture.DepthTeture
with renderer.render_factory.create_render_texture(RenderParameters(), 1, 1024, 1024) as rt:
rectangle = RelativeRectangle()
rectangle.scale_width = 1.0
rectangle.scale_height = 1 .0
# This render target has one viewport to render, the viewport occupies the 100% width and 100% height
vp = rt.create_viewport(camera, rectangle)
# Render the target and save the target texture to external file
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "Original_viewport_out.png", ImageFormat.png)
# Create a post-processing effect
pixelation = renderer.get_post_processing("pixelation")
renderer.post_processings.append(pixelation)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_pixelation_out.png", ImageFormat.png)
# Clear previous post-processing effects and try another one
grayscale = renderer.get_post_processing("grayscale")
renderer.post_processings.clear()
renderer.post_processings.append(grayscale)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_grayscale_out.png", ImageFormat.png)
# We can also combine post-processing effects
renderer.post_processings.clear()
renderer.post_processings.append(grayscale)
renderer.post_processings.append(pixelation)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_grayscale+pixelation_out.png", ImageFormat.png)
# Clear previous post-processing effects and try another one
edgedetection = renderer.get_post_processing("edge-detection")
renderer.post_processings.clear()
renderer.post_processings.append(edgedetection)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_edgedetection_out.png", ImageFormat.png)
# Clear previous post-processing effects and try another one
blur = renderer.get_post_processing("blur")
renderer.post_processings.clear()
renderer.post_processings.append(blur)
renderer.render(rt)
pycore.cast(ITexture2D, rt.targets[0]).save("out" + "VisualEffect_blur_out.png", ImageFormat.png)