table of contents
VDB_RENDER(1) | User Commands | VDB_RENDER(1) |
NAME¶
vdb_render - ray-traces OpenVDB volumes
SYNOPSIS¶
vdb_render in.vdb out.{ppm,exr,png} [options]
DESCRIPTION¶
Which: ray-traces OpenVDB volumes Options:
- -aperture F
- perspective camera aperture in mm (default: 41.2)
- -camera S
- camera type; either "persp[ective]" or "ortho[graphic]" (default: perspective)
- -compression S
- EXR compression scheme; either "none" (uncompressed), "rle" or "zip" (default: zip)
- -cpus N
- number of rendering threads, or 1 to disable threading, or 0 to use all available CPUs (default: 0)
- -far F
- camera far plane depth (default: 3.4e+38)
- -focal F
- perspective camera focal length in mm (default: 50)
- -fov F
- perspective camera field of view in degrees (default: 44.8)
- -frame F
- ortho camera frame width in world units (default: 1)
- -lookat X,Y,Z
- rotate the camera to point to (X, Y, Z)
- -name S
- name of the volume to be rendered (default: render the first floating-point volume found in in.vdb)
- -near F
- camera near plane depth (default: 0.001)
- -res WxH
- image dimensions in pixels (default: 1920x1080)
-r X,Y,Z
- -rotate X,Y,Z
- camera rotation in degrees (default: look at the center of the volume)
-t X,Y,Z
- -translate X,Y,Z
- camera translation
- -up X,Y,Z
- vector that should point up after rotation with -lookat (default: [0, 1, 0])
- -v
- verbose (print timing and diagnostics)
- -version
- print version information and exit
- -h, -help
- print this usage message and exit
Level set options:¶
- -color S
- name of a vec3s volume to be used to set material colors
- -isovalue F
- isovalue in world units for level set ray intersection (default: 0)
- -samples N
- number of samples (rays) per pixel (default: 1)
- -shader S
- shader name; either "diffuse", "matte", "normal" or "position" (default: diffuse)
Dense volume options:¶
- -absorb R,G,B
- absorption coefficients (default: [0.1, 0.1, 0.1])
- -cutoff F
- density and transmittance cutoff value (default: 0.005)
- -gain F
- amount of scatter along the shadow ray (default: 0.2)
- -light X,Y,Z[,R,G,B]
- light source direction and optional color (default: [0.3, 0.3, 0, 0.7, 0.7, 0.7])
- -scatter R,G,B
- scattering coefficients (default: [1.5, 1.5, 1.5])
- -shadowstep F
- step size in voxels for integration along the shadow ray (default: 3)
- -step F
- step size in voxels for integration along the primary ray (default: 1)
EXAMPLES¶
- vdb_render crawler.vdb crawler.{ppm,exr,png} -shader diffuse -res 1920x1080 \
-focal 35 -samples 4 -translate 0,210.5,400 -compression rle -v
- vdb_render bunny_cloud.vdb bunny_cloud.{ppm,exr,png} -res 1920x1080 \
-translate 0,0,110 -absorb 0.4,0.2,0.1 -gain 0.2 -v
Warning:¶
- This is not (and is not intended to be) a production-quality renderer. Use it for fast previewing or simply as a reference implementation for integration into existing ray tracers.
AUTHOR¶
This manual page was written by Mathieu Malaterre <malat@debian.org> for the Debian GNU/Linux system (but may be used by others).
May 2023 | vdb_render 10.0.1 |