Nested Scenes

Example of a scene rendered to a texture, which is shown in another scene.

Inception style. Since both the outer and inner scenes are lit, this may look a bit weird. The faces of the outer cube are like “screens” on which the subscene is displayed.

The sub-scene is rendered to a texture, and that texture is used for the surface of the cube in the outer scene.

scene in a scene
import numpy as np
import imageio.v3 as iio
from import WgpuCanvas, run
import pygfx as gfx
import pylinalg as la

# First create the subscene, that reders into a texture

texture1 = gfx.Texture(dim=2, size=(200, 200, 1), format="rgba8unorm")

renderer1 = gfx.renderers.WgpuRenderer(texture1)
scene1 = gfx.Scene()

background1 = gfx.Background.from_color((0, 0.5, 0, 1))

im = iio.imread("imageio:bricks.jpg").astype(np.float32) / 255
tex = gfx.Texture(im, dim=2)
geometry1 = gfx.box_geometry(200, 200, 200)
material1 = gfx.MeshPhongMaterial(map=tex, color=(1, 1, 0, 1.0))
cube1 = gfx.Mesh(geometry1, material1)

camera1 = gfx.PerspectiveCamera(70, 16 / 9)

scene1.add(gfx.AmbientLight(), camera1.add(gfx.DirectionalLight()))

# Then create the actual scene, in the visible canvas

canvas = WgpuCanvas()  # for gallery scraper, bc we have 2 renderers
renderer2 = gfx.renderers.WgpuRenderer(canvas)
scene2 = gfx.Scene()

geometry2 = gfx.box_geometry(200, 200, 200)
material2 = gfx.MeshPhongMaterial(map=texture1)
cube2 = gfx.Mesh(geometry2, material2)

camera2 = gfx.PerspectiveCamera(70, 16 / 9)
camera2.local.z = 400

scene2.add(gfx.AmbientLight(), camera2.add(gfx.DirectionalLight()))

def animate():
    rot = la.quat_from_euler((0.005, 0.01), order="xy")
    cube1.local.rotation = la.quat_mul(rot, cube1.local.rotation)
    cube2.local.rotation = la.quat_mul(rot, cube2.local.rotation)

    renderer1.render(scene1, camera1)
    renderer2.render(scene2, camera2)


if __name__ == "__main__":

Total running time of the script: (0 minutes 0.655 seconds)

Gallery generated by Sphinx-Gallery