Appliquer des effets visuels sur les vues de Saving 3D
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En utilisant Aspose.3D for Python via .NET API, les développeurs peuvent appliquer des effets visuels sur les vues 3D avant d’enregistrer dans l’image. Ces effets visuels sont également connus comme les effets de post-traitement ou les filtres qui sont appliqués en temps réel à tout ce qui s’affiche dans la vue 3D.
Appliquer des effets visuels sur 3D Voir
La méthode get_post_processing de la classe Renderer permet de créer n’importe quel effet visuel pris en charge. La classe Renderer propose un membre post_processings pour appliquer différents filtres, la méthode Add de la classe PostProcessings permet d’incorporer un filtre avant le rendu.
Échantillon de programmation
Cet exemple de code applique un effet visuel sur une vue 3D.
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)