.. _scene_guide: Creating Scenes =============== Before you render anything, you need to put all of your lights, cameras, and meshes into a scene. The :class:`.Scene` object keeps track of the relative poses of these primitives by inserting them into :class:`.Node` objects and keeping them in a directed acyclic graph. Adding Objects -------------- To create a :class:`.Scene`, simply call the constructor. You can optionally specify an ambient light color and a background color: >>> scene = pyrender.Scene(ambient_light=[0.02, 0.02, 0.02], ... bg_color=[1.0, 1.0, 1.0]) You can add objects to a scene by first creating a :class:`.Node` object and adding the object and its pose to the :class:`.Node`. Poses are specified as 4x4 homogenous transformation matrices that are stored in the node's :attr:`.Node.matrix` attribute. Note that the :class:`.Node` constructor requires you to specify whether you're adding a mesh, light, or camera. >>> mesh = pyrender.Mesh.from_trimesh(tm) >>> light = pyrender.PointLight(color=[1.0, 1.0, 1.0], intensity=2.0) >>> cam = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.414) >>> nm = pyrender.Node(mesh=mesh, matrix=np.eye(4)) >>> nl = pyrender.Node(light=light, matrix=np.eye(4)) >>> nc = pyrender.Node(camera=cam, matrix=np.eye(4)) >>> scene.add_node(nm) >>> scene.add_node(nl) >>> scene.add_node(nc) You can also add objects directly to a scene with the :meth:`.Scene.add` function, which takes care of creating a :class:`.Node` for you. >>> scene.add(mesh, pose=np.eye(4)) >>> scene.add(light, pose=np.eye(4)) >>> scene.add(cam, pose=np.eye(4)) Nodes can be hierarchical, in which case the node's :attr:`.Node.matrix` specifies that node's pose relative to its parent frame. You can add nodes to a scene hierarchically by specifying a parent node in your calls to :meth:`.Scene.add` or :meth:`.Scene.add_node`: >>> scene.add_node(nl, parent_node=nc) >>> scene.add(cam, parent_node=nm) If you add multiple cameras to a scene, you can specify which one to render from by setting the :attr:`.Scene.main_camera_node` attribute. Updating Objects ---------------- You can update the poses of existing nodes with the :meth:`.Scene.set_pose` function. Simply call it with a :class:`.Node` that is already in the scene and the new pose of that node with respect to its parent as a 4x4 homogenous transformation matrix: >>> scene.set_pose(nl, pose=np.eye(4)) If you want to get the local pose of a node, you can just access its :attr:`.Node.matrix` attribute. However, if you want to the get the pose of a node *with respect to the world frame*, you can call the :meth:`.Scene.get_pose` method. >>> tf = scene.get_pose(nl) Removing Objects ---------------- Finally, you can remove a :class:`.Node` and all of its children from the scene with the :meth:`.Scene.remove_node` function: >>> scene.remove_node(nl)