前续:
Q109:用PBRT渲染Blender导出的模型
Q109:用PBRT渲染Blender导出的模型(2)
这里只是小编自己练习用Blender建模的笔记。
参考:Sebastian Lague做的“卡通人物从建模到动画”系列视频。
视频可以在优酷上找到:
http://v.youku.com/v_show/id_XMTkwOTM3OTcyNA==.html?f=29119101&spm=a2hzp.8244740.0.0
也可以在这里找到:
http://blendershare.com/how-to-model-texture-and-rig-a-simple-character-in-blender/
理论部分和“前续”中类似,后面主要是小编看视频学习时做的笔记。还有就是,将模型导出后,用PBRT渲染时的脚本机器输出图形。
笔记
PBRT脚本
#sharp.pbrt -- a simple pbrt input file that displays a cone, sphere
# and refletive plane
#Richard P. Sharp - CIS782 Fall 2004
#first we set up the eye
LookAt 1 4 10 0 1 -3 0 1 0 #ex ey ez lx ly lz ux uy uz
#the camera
Camera "perspective" "float fov" [30]
#this is the filter used for antialiasing
PixelFilter "mitchell" "float xwidth" [2] "float ywidth" [2]
#name the file
Film "image" "string filename" ["character.exr"]
"integer xresolution" [400] "integer yresolution" [400]
Sampler "sobol" "integer pixelsamples" [64]
Integrator "directlighting"
#begin describing scene
WorldBegin
#light source
AttributeBegin
CoordSysTransform "camera"
LightSource "distant"
"point from" [-0.2 0 0] "point to" [0 0 1]
"color L" [3 3 3]
AttributeEnd
#transform the world
AttributeBegin
Translate 0 -1 0
Rotate 35 0 1 0
#define hair
AttributeBegin
Scale 0.3 0.3 0.3
Translate 1.5 7.5 -1.5
Rotate -45 0 1 0
Material "plastic" "color Kd" [0 1 0] "color Ks" [.5 .5 .5]
"float roughness" [.025]
Shape "plymesh" "string filename" "geometry/mesh_00001.ply"
AttributeEnd
#define hat
AttributeBegin
Scale 0.3 0.3 0.3
Translate 1.5 7.5 -1.5
Rotate -45 0 1 0
Material "plastic" "color Kd" [1 1 0] "color Ks" [.5 .5 .5]
"float roughness" [.025]
Shape "plymesh" "string filename" "geometry/mesh_00002.ply"
AttributeEnd
#define child
AttributeBegin
Scale 0.3 0.3 0.3
Translate 1.5 7.5 -1.5
Rotate -45 0 1 0
Material "plastic" "color Kd" [1 0 0] "color Ks" [.5 .5 .5]
"float roughness" [.025]
Shape "plymesh" "string filename" "geometry/mesh_00003.ply"
AttributeEnd
#define a reflective ground plane
AttributeBegin
Scale 20 20 20
Material "matte" "color Kd" [0.1 1 1]
#this is a triangle mesh, the first set of points define four xyz
#coordinates, the second set defines the mesh by indexing into
#those points
Shape "trianglemesh" "point P" [ -1 0 -1 1 0 -1 1 0 1 -1 0 1 ]
"integer indices" [ 0 1 2 2 3 0 ]
AttributeEnd
AttributeEnd
WorldEnd
输出图形
45度角:
90度角:
最后贴出原参考图片:(这两张图片是原作者的)