Converting Radiosity Meshes to Textures Using LSM2T
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LSRENDER Syntax Example
lsrender -bg 0 0 255 -dm wireframe -svf v1.vw v2.vw v3.vw -evf -v room.lp
image.rgb
This command loads a Preparation file (room.lp), sets the background color to blue, and generates wireframe
images corresponding to the view files v1.vw, v2.vw, and v3.vw in the current directory.
Note:
This will be done using off-screen rendering as the -w option was not used.
Converting Radiosity Meshes to Textures Using LSM2T
Use the lsm2t utility to transfer the lighting in a solution to one or more texture maps. You can create a single
texture per surface or create a single texture that covers multiple coplanar surfaces. You can also add the lighting
information to an existing texture in the scene. For more information, see Chapter 13, “Mesh to Texture.” The
lsm2t utility syntax is shown in the following example:
lsm2t [options] solution_file texture_base_name
-wp
xpos ypos
Same as above, but place the Graphic window in the specified location on the
monitor. Default: window is placed in the center of the screen.
lvs_file
Solution or Preparation file for image generation.
image_file
Image file to save the results.
Where:
Indicates:
-bg 0 0 255
Background color is set to blue.
-dm wireframe
Display mode is set to wireframe.
-svf v1.vw v2.vw
v3.vw
Renderings should be produced for all specified view files.
-evf
An end to the view list. This command is necessary when you specify a list of views with
the -svf option.
-v
Information about status of the image is printed.
room.lp
The name of the input file.
image.rgb
The name of the output image file. Because a sequence of views is specified for this exam-
ple, the image filename is combined with the prefix of each view filename. As a result, im-
age files called imagev1.rgb, imagev2.rgb, and imagev3.rgb are created.
Option:
Extension:
Description:
Summary of Contents for LIGHTSCAPE
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