pyrender
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Easy-to-use glTF 2.0-compliant OpenGL renderer for visualization of 3D scenes.
I am getting this error in the created thread when setting run_in_thread=True in pyrender.Viewer Exception in thread Thread-6: Traceback (most recent call last): File "\lib\threading.py", line 916, in _bootstrap_inner self.run()...
After running offscreen rendering a few times, I get the following error. > [...].py", line 296, in createPointCloudFromView > depth = self.renderer.render(self.scene, flags=self.flags) > File "[...]/env/lib/python3.7/site-packages/pyrender/offscreen.py", line 86, in render...
Currently it is impossible to render correctly specular-glossiness material. I obtain incorrect results with current implementation. Additionally this incorrect result isn't even consistent. For example, I've tried to render two...
- Add `flat` kwarg to pyrender.Viewer. - Add keybind to toggle it (`SHIFT+L`). - Reword some documentation from "Toggles" to "Cycles" when concerned with more that two states. Tested working...
Is it possible to disable anti-aliasing entirely? Because this code: ``` render_flags = RenderFlags.RGBA rgb, _ = self.renderer.render(self.scene, flags=render_flags) valid_mask = (rgb[:, :, -1] > 0)[:, :, np.newaxis] output_img =...
duckmesh = Mesh.from_trimesh(list(duck.geometry.values())[0]) AttributeError: 'Trimesh' object has no attribute 'geometry'
I was wondering how one can draw a line like it is possible in `trimesh` using `Path3D` instance ? Unfortunately `pyrender` will not accept a Path3d instance when calling `pyrender.Mesh.from_trimesh()`....
Hi, I am running pyrender in a Docker container with nvidia runtime. (nvidia/cudagl:10.2-runtime-ubuntu18.04) I can check that the GPU passthrough works by seeing the output of `nvidia-smi`. Pyrender works fine...
For Windows users We get warning that pyrender 1.4.5 currently supports only pyopengl 3.1.0 The standard way to install pyopengl is from Christoph Gohlke [site](https://www.lfd.uci.edu/~gohlke/pythonlibs/#pyopengl). They are 3.1.5 for python...
Transparent objects are rendered incorrectly depending on lights and order they are added to a scene
I am trying to render two transparent objects which are 'behind' each other, such as a transparent cube withing another transparent cube with the top cut off, see example below....