Apply Visual Effects on Saving 3D Views

Apply Visual Effects on 3D View

The GetPostProcessing method of the Renderer class allows to create any supported visual effect. The Renderer class offers a PostProcessings member to apply various filters, the Add method of the PostProcessings class allows to incorporate a filter before rendering.

Programming Sample

This code example applies visual effect on a 3D view.

// 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 = Scene.FromFile("scene.obj");
// Create an instance of the camera
Camera camera = new Camera();
scene.RootNode.CreateChildNode("camera", camera).Transform.Translation = new Vector3(2, 44, 66);
// Set the target
camera.LookAt = new Vector3(50, 12, 0);
// Create a light
scene.RootNode.CreateChildNode("light", new Light() { Color = new Vector3(Color.White), LightType = LightType.Point }).Transform.Translation = new 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
using (var renderer = Renderer.CreateRenderer())
{
renderer.EnableShadows = 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
using (IRenderTexture rt = renderer.RenderFactory.CreateRenderTexture(new RenderParameters(), 1, 1024, 1024))
{
// This render target has one viewport to render, the viewport occupies the 100% width and 100% height
Viewport vp = rt.CreateViewport(camera, new RelativeRectangle() { ScaleWidth = 1, ScaleHeight = 1 });
// Render the target and save the target texture to external file
renderer.Render(rt);
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("Original_viewport_out.png"), ImageFormat.Png);
// Create a post-processing effect
PostProcessing pixelation = renderer.GetPostProcessing("pixelation");
renderer.PostProcessings.Add(pixelation);
renderer.Render(rt);
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_pixelation_out.png"), ImageFormat.Png);
// Clear previous post-processing effects and try another one
PostProcessing grayscale = renderer.GetPostProcessing("grayscale");
renderer.PostProcessings.Clear();
renderer.PostProcessings.Add(grayscale);
renderer.Render(rt);
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_grayscale_out.png"), ImageFormat.Png);
// We can also combine post-processing effects
renderer.PostProcessings.Clear();
renderer.PostProcessings.Add(grayscale);
renderer.PostProcessings.Add(pixelation);
renderer.Render(rt);
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_grayscale+pixelation_out.png"), ImageFormat.Png);
// Clear previous post-processing effects and try another one
PostProcessing edgedetection = renderer.GetPostProcessing("edge-detection");
renderer.PostProcessings.Clear();
renderer.PostProcessings.Add(edgedetection);
renderer.Render(rt);
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_edgedetection_out.png"), ImageFormat.Png);
// Clear previous post-processing effects and try another one
PostProcessing blur = renderer.GetPostProcessing("blur");
renderer.PostProcessings.Clear();
renderer.PostProcessings.Add(blur);
renderer.Render(rt);
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_blur_out.png"), ImageFormat.Png);
}
}