add_materials.py |
Different ways to add the same material to a scene. |
add_objects.py |
Different ways to add the same object to a scene. |
animate_humanoid.py |
Create a humanoid and play some animations. |
audio.py |
- Create a scene with a reverb space and audio sensor. - Test how object positions can affect reverb. |
avatar_drag.py |
Set the avatar's drag values to control its speed while in mid-air. |
avatar_movement.py |
A basic example of how to move a physics-enabled (non-kinematic) avatar. |
cloth_drape.py |
Using NVIDIA Flex, drape a cloth over an object. |
collisions.py |
Receive collision output data and read it as a Collisions object. |
collisions_and_friction.py |
- Listen for collisions between objects. - Adjust the friction values of objects. |
composite_object.py |
Create a composite object from a local asset bundle. Test that the object loaded correctly. Apply sub-object commands to the sub-objects. |
debug.py |
Create a debug controller. After running a simple physics simulation, play back all of the commands. |
depth_shader.py |
Capture a _depth image and calculate the depth values of each pixel. |
flex_cloth_fixed_particle.py |
Create a Flex cloth object and "fix" one of its corners in mid-air. |
flex_fluid_object.py |
Create a fluid "container" with the NVIDIA Flex physics engine. Run several trials, dropping ball objects of increasing mass into the fluid. |
flex_fluid_source.py |
Create a Flex FluidSource, or "hose pipe", simulation of a fluid stream. |
flex_soft_body.py |
Create a soft-body object with the NVIDIA Flex physics engine. |
forcefield.py |
Simulate a "forcefield" that objects will bounce off of. |
getting_started.py |
1. Add a table and place an object on the table. 2. Add a camera and receive an image. |
hdri.py |
Create an object and avatar and capture images of the scene, rotating the HDRI skybox by 15 degrees for each image. |
impact_sounds.py |
- Listen for collisions between objects. - Generate an impact sound with py_impact upon impact and play the sound in the build. |
keyboard_controls.py |
Use WASD or arrow keys to move an avatar. |
local_object.py |
Create a local asset bundle and load it into TDW.
See Documentation/misc_frontend/add_local_object.md for how to run the Asset Bundle Creator. |
magnebot.py |
Add a Magnebot and move it around the scene. |
minimal.py |
A minimal example of how to connect to the build and receive data. |
minimal_remote.py |
A minimal example of how to use the launch binaries daemon to start and connect to a build on a remote node. Note: the remote must be running launch_binaries.py. |
nav_mesh.py |
- Create a NavMeshAvatar and a simple procedurally-generated room. - Tell the avatar to navigate to different destinations. |
objects_and_images.py |
Create a few objects, and avatar, and capture images of the objects. |
paintings.py |
Add a painting to the scene. |
panorama.py |
Capture a series of images around a model to form a 360-degree panorama. |
pass_masks.py |
Create one image per pass of a scene. |
photoreal.py |
Create a photorealistic scene, focusing on post-processing and other effects. The "archviz_house" environment is used due to its maximal photorealistic lighting. |
proc_gen_interior_design.py |
Procedurally furnish a room with basic relational semantic rules. |
proc_gen_room.py |
- Procedurally generate rooms with different layouts. - Create a ceiling and delete a portion of it. - Set the floor and wall materials. |
proc_gen_room_from_image.py |
Generate a proc-gen room from this image:  Each pixel corresponds to a grid point. For more information, see TDWUtils documentation. |
records.py |
- Use Librarian objects to search for model and material records. - Set the visual material(s) of an object. For documentation, see Documentation/python/librarian.md . |
robot_arm.py |
Add a robot to TDW and bend its arm. |
robot_camera.py |
Add a camera to a Magnebot. |
visual_material_quality.py |
Adjust the render quality of visual materials. |
vr.py |
1. Create an Oculus VR rig. 2. Add a few objects to the scene that can be picked up, moved, put down, etc. |
vr_flex.py |
1. Create an Oculus VR rig. 2. Create Flex-enabled objects. 3. Receive Flex particle data. |
vr_observed_objects.py |
Create a VR rig and gather observed object data by attaching an avatar and using IdPassSegmentationColors output data. |