Python How To
Often you just need a "pointer" to an example that shows you how to do something.
Here are some snippets and examples that highlight interesting features that may help you:
Example Name Comments Image CallBack Setting up a callback with client data. Two different methods are demonstrated. Camera Check the VTK Version
Example Name Comments Image CheckVTKVersion-Snippet Check the VTK version returning
True if the requested VTK version is >= the current version.
CheckVTKVersion-Example Check the VTK version and provide alternatives for different VTK versions. Coloring
Example Name Comments Image ShareCamera Store background colors in a vector for later extraction of the red, green and blue components. Glyphing Image
Example Name Comments Image WriteImage Write out an image of various types. Multiple view ports and render windows Physically Based Rendering
Physically based rendering sets metallicity, roughness, occlusion strength and normal scaling of the object. Textures are used to set base color, ORM, anisotropy and normals. Textures for the image based lighting and the skymap are supplied from a cubemap.
Image based lighting uses a cubemap texture to specify the environment. A Skybox is used to create the illusion of distant three-dimensional surroundings.
The results can be quite spectacular, it is hoped that these examples will help you to get started.
Example Name Comments Image PBR_Anisotropy Render spheres with different anisotropy values. PBR_Clear_Coat Render a cube with custom texture mapping and a coat normal texture. PBR_Edge_Tint Render spheres with different edge colors using a skybox as image based lighting. PBR_HDR_Environment Renders spheres with different materials using a skybox as image based lighting. PBR_Mapping Render a cube with custom texture mapping. PBR_Materials Renders spheres with different materials using a skybox as image based lighting. PBR_Materials_Coat Render spheres with different coat materials using a skybox as image based lighting. PBR_Skybox Demonstrates physically based rendering, a skybox and image based lighting. PBR_Skybox_Texturing Demonstrates physically based rendering, a skybox, image based lighting and texturing. PBR_Skybox_Anisotropy Demonstrates physically based rendering, a skybox, image based lighting, and anisotropic texturing. Polydata
Example Name Comments Image ReadPolyData This snippet works for most PolyData. Random
If you want to ensure that the same random points/colors are used in C++ and other languages then it is best to use
vtkMinimalStandardRandomSequence. Render Windows
Example Name Comments Image Model Multiple render windows. Searching for relevant examples?
Example Name Comments Image SelectExamples Given a VTK Class and a language, select the matching examples. StructuredDataset
How to visualise the information in a structured dataset. All these examples use the combustor dataset.
Example Name Comments Image CombustorIsosurface Generate an isosurface of constant flow density. CutStructuredGrid Cut through structured grid with plane. The cut plane is shown solid shaded. A computational plane of constant k value is shown in wireframe for comparison. The colors correspond to flow density. Cutting surfaces are not necessarily planes: implicit functions such as spheres, cylinders, and quadrics can also be used. ProbeCombustor Probing data in a combustor. Probes are regular arrays of 50 by 50 points that are then passed through a contouring filter. PseudoVolumeRendering Here we use 100 cut planes, each with an opacity of 0.05. They are then rendered back-to-front to simulate volume rendering. Rainbow Using different vtkLookupTables. StreamLines Seed streamlines with vectors from a structured grid. StreamlinesWithLineWidget Interact with the streamlines in the combustor dataset. VelocityProfile Warping the geometry of three planes to show flow momentum. WarpCombustor Carpet plots of combustor flow energy in a structured grid. Colors and plane displacement represent energy values. Transforms
Example Name Comments Image Frog This code uses a general way of specifying transformations that can permute image and other geometric data in order to maintain proper orientation regardless of the acquisition order. See the class