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parameters_onego_random.py
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import numpy as np
#######################################
################## Parameters for stimuli generation ##################
#######################################
# Celine Aubuchon 2023
# These parameters control texture and surface generation/rendering in the stim-generator pipeline.
# suggested parameters are included here that create a good range in perceieved depth. See 'example_shape.pdf'
# for an example of 1 surface rendered with the different shading and texture qualities.
# Number of Images
num_images = 100000
## Texture Parameters
use_image_textures = True
num_tex_types = 10 # number of texture qualities. Each quality will be refered to by an index (0 = best), which will be used to index into arrays of other parameters.
num_texels=256 # number of texels (polka dots) in the image
rotation_levels = np.ones((num_tex_types,1)) * 180 # best practice is to use random (max 180 deg) rotations for all texture types
min_aspect_levels = np.linspace(1.0, 0.1, num_tex_types) # the min aspect ratio for each texture type (indexed by type)
max_aspect_levels = np.linspace(1.0, 0.4, num_tex_types) # the max aspect ratio for each texture type (indexed by type)
min_size_levels = np.linspace(1.0, 0.4, num_tex_types) # the min size of the texels for each texture type (indexed by type)
texel_size = 3.568 # the diameters of a full sized texel, which is plotted in a 100x100 space and then saved as an image
## Light Parameters
light_levels = 100 # the number of shading qualities. Each quality will be refered to by an index (0 = best), which will be used to index into arrays of other parameters.
ambient_intensity_levels = 0.3 # ambient light for each shading quality, lower ambient light levels create higher constrast shadows (indexed by light level)
light_posns_x = [-8, -6, 6, 8] # The x postions --> randomly pick either from range light_posns_x[0], light_posns_x[1] or range light_posns_x[2], light_posns_x[3]
light_posns_y = [-8, -6, 6, 8] # the y positions --> randomly pick either from range light_posns_y[0], light_posns_y[1] or range light_posns_y[2], light_posns_y[3]
light_posns_z = [7, 15]*2 # the z positions --> randomly pick either from range light_posns_z[0], light_posns_z[1] or range light_posns_z[2], light_posns_z[3]
## Surface Parameters
num_surfaces = 100 # number of surfaces
terrain_size = 12 # size (square length) of the terrain generated by ANT Landscape plug-in
terrain_height = 6 # maximun height (depth) of the surface
noise_depth = [1.5, 3.2] # how detailed the noise of the landscape is, lower values create simpler geometries
cloth_subdivs = 50 # how tesselated the 'cloth' is
cloth_size = 12.75 # the size of the cloth (square length) dropped onto the surface
drop_height = terrain_height + 0.2 # the height at which the cloth is dropped from
last_frame = 100 # how many frames are rendered for the cloth drop
# render properties (CYCLES)
samples=128 # how many samples during rendering
res=128 # square resolution of the image
# output_path = ''
# Camera
camera_distance = 11.25