Gallery
From PyMOLWiki
| Cool PyMOL-generated Images and their Scripts. Add Your Own |
| Complex B&W outline representation | What To Type | |||||
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# first load lipid model load lipids.pdb; # hide the initially loaded representation hide all; # set background color to white bg_color white; # show lipid model as sticks show sticks, lipids; # color the lipids model by element CHNOS #2 (carbon green) util.cbag lipids; # select all hydrogens and remove them from the model select hideme, hydro; hide everything, hideme; delete hideme; # create phosphate spheres create phos, elem p; hide everything, phos; show spheres, phos; # load helix model load helix.pdb; # hide the initially loaded representation hide everything, helix; # make the helical struct into a cartoon form show cartoon, helix; # style the cartoon form cartoon putty; # reposition the helix among the lipids using # the 3-Button Editing Mouse Mode # basically # Shift+Left Mouse to rotate the helix # Shift+Middle Mouse to move the helix # also, you may want to make liberal use of the # get_view and set_view commands. # # When you have the scene set like you want, # continue with... # move the model to find the view you want, # and use get_view to get the coordinate description get_view; # set ray_trace_mode to black and white outline set ray_trace_mode, 2;
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| Grid Mode | What To Type | |||||
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fetch 1cll 1sra 1ggz 5pnt 1rlw 1cdy; set grid_mode Hint: You may wish to execute the 'reset' command on the command line after running the above commands to get full molecules in view of window and centered in a more useable manner. |
| Cool Perspective | What To Type | |||||
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load prot.pdb; zoom i. 46-49 and n. CA set field_of_view, 60 ray |
| Representing a binding pocket | What To Type | |||||
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load $TUT/1hpv.pdb, tmp extract lig, organic extract prot, polymer delete tmp set surface_carve_cutoff, 4.5 set surface_carve_selection, lig set surface_carve_normal_cutoff, -0.1 show surface, prot within 8 of lig set two_sided_lighting set transparency, 0.5 show sticks, lig orient lig set surface_color, white set surface_type, 2 # mesh unset ray_shadows |
| QuteMol Like | What To Type | |||||
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load $TUT/1hpv.pdb set_color oxygen, [1.0,0.4,0.4] set_color nitrogen, [0.5,0.5,1.0] remove solvent as spheres util.cbaw bg white set light_count,8 set spec_count,1 set shininess, 10 set specular, 0.25 set ambient,0 set direct,0 set reflect,1.5 set ray_shadow_decay_factor, 0.1 set ray_shadow_decay_range, 2 unset depth_cue # for added coolness # set field_of_view, 60 ray |
| Simulating Tilt-shift | What To Type | |||||
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fetch 1wld as surface, poly as sticks, org h_add solvent color grey, poly orient org png img.png # now, go into Photoshop or the GIMP and apply a Gaussian or # Focus blur to the top and bottom portions of the image |
| Ray-normal-based transparency | What To Type | |||||
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# grey surface set surface_color, grey # cavity mode set surface_mode, 3 # layered transparency mode set transparency_mode, 1 # surface transparency set transparency, 0.5 # oblique and contrast define the # look of the surface transparency: # if the normal vector is set ray_transparency_oblique set ray_transparency_oblique_power, 8 set ray_transparency_contrast, 7 # fetch a protein, with a # small molecule in a nice # hidden pocket fetch 1hpv, async=0 hide # show the small molecule as surface show surface, org # arrange the view orient org # zoom back a little zoom org, 1 # show the small molecule inside as sticks show sticks, org # show some nearby sidechains show lines, poly within 5 of org # enable frame caching for playback set cache_frames, 1 set ray_trace_frames, 1 mset 1x120 movie.roll 1, 120, 1, x mplay # now sit back and wait 5 minutes... |
| Blobby Main Chain | What To Type | |||||
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fetch 3uex, struct, async=0 remove solvent # set the B-factors nice and high for smoothness alter all, b=10 alter all, q=1 # 3.5 A map resolution set gaussian_resolution, 3.5 # new gaussian map w/resolution=0.5 Ang # on just the main chain map_new map, gaussian, 0.5, n. C+O+N+CA, 5 # create a surface from the map isosurface surf, map, 3.0 # color the protein by number spectrum count, rainbow, struct # now color the map based on the underlying protein cmd.ramp_new("ramp", "struct", [0,10,10], [-1, -1, 0]) # set the surface color cmd.set("surface_color", "ramp", "surf") # hide the ramp and lines disable ramp hide lines bg grey # soften out the image set light_count,8 set spec_count,1 set shininess, 10 set specular, 0.075 set ambient,0 set direct,0 set reflect, 0.85 set ray_shadow_decay_factor, 0.1 set ray_shadow_decay_range, 4 unset depth_cue # ray trace the image orient ray |
| Blobby Side Chains | What To Type | |||||
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# fetch a protein fetch 1rx1, async=0 # setup the cartoon tubes as cartoon cartoon tube set cartoon_tube_radius, 0.7 set cartoon_color, brown set cartoon_side_chain_helper, on show sticks, poly color yellow # README # stop here, or try this for "sloppy sticks" # beefy video card required! select rep sticks select sele and not n. C+O+N+CA # set the B-factors nice and high for smoothness alter all, b=10 alter all, q=1 # 2.5 A map resolution set gaussian_resolution, 2.5 # 0.2 A sampling; lower=smoother map_new map, gaussian, 0.2, sele, 5 # create a surface from the map isosurface surf, map, 5.0 color yellow, surf hide sticks # reconnect the main chain to the blobs show sticks, n. CA+CB |
| Smooth surface with ligand | What To Type | |||||
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fetch 3uex, struct, async=0 remove solvent # set the B-factors nice and high for smoothness alter all, b=10 alter all, q=1 # 3.5 A map resolution set gaussian_resolution, 7.6 # new gaussian map w/resolution=0.5 Ang # on just the main chain map_new map, gaussian, 1, n. C+O+N+CA, 5 # create a surface from the map isosurface surf, map, 1.5 # color the protein by number spectrum count, rainbow, struct # now color the map based on the b-factors of the # underlying protein cmd.ramp_new("ramp", "struct", [0,10,10], "rainbow") # set the surface color cmd.set("surface_color", "ramp", "surf") # hide the ramp and lines disable ramp hide lines show sticks, org show spheres, org color magenta, org reinit fetch 3uex, struct, async=0 remove solvent # set the B-factors nice and high for smoothness alter all, b=10 alter all, q=1 # 3.5 A map resolution set gaussian_resolution, 7.6 # new gaussian map w/resolution=0.5 Ang # on just the main chain map_new map, gaussian, 1, n. C+O+N+CA, 5 # create a surface from the map isosurface surf, map, 1.5 # color the protein by number spectrum count, rainbow, struct # now color the map based on the b-factors of the # underlying protein cmd.ramp_new("ramp", "struct", [0,10,10], "rainbow") # set the surface color cmd.set("surface_color", "ramp", "surf") # hide the ramp and lines disable ramp hide lines show sticks, org show spheres, org color magenta, org set_bond stick_radius, 0.13, org set sphere_scale, 0.26, org set_bond stick_radius, 0.13, org set_bond stick_color, white, org set sphere_scale, 0.26, org set_view (\ -0.877680123, 0.456324875, -0.146428943,\ 0.149618521, -0.029365506, -0.988305628,\ -0.455291569, -0.889327347, -0.042500813,\ -0.000035629, 0.000030629, -37.112102509,\ -3.300258160, 6.586110592, 22.637466431,\ 8.231912613, 65.999290466, -50.000000000 ) # ray trace the image ray |
| Complex Stylized Protein | What To Type | |||||
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fetch 1eaz, async=0 extract oo, org hide everything, solvent set field_of_view, 50 preset.ball_and_stick("oo") set_bond stick_color, 0xffff44, oo set_bond stick_transparency, 0.35, oo color grey, oo and e. C set valence, 1, oo ramp_new pRamp, oo, selection=poly, range=[5,30], color=rainbow set surface_color, pRamp, poly show spheres, poly color white, poly color grey30, poly and e. C set sphere_scale, 0.99, poly set ray_transparency_contrast, 0.20 set ray_transparency_oblique, 1.0 set ray_transparency_oblique_power, 20 show surface, poly set surface_quality, 2 set light_count, 5 set ambient_occlusion_mode, 1 set ambient_occlusion_scale, 50 set ambient, 0.40 set transparency, 0.50 disable pRamp set spec_power, 1200 set spec_reflect, 0.20 set ray_opaque_background, 0 set ray_shadow, 0 ray |
| Goodsell-like | What To Type | |||||
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# fetch the protein fetch 1rx1, async=0 # show it as blue/magenta spheres as spheres color lightblue, not org color magenta, org remove solvent # set the view orient all within 8 of org # set the lights, ray tracing setttings # to get the Goodsell-like rendering unset specular set ray_trace_gain, 0 set ray_trace_mode, 3 bg_color white set ray_trace_color, black unset depth_cue ray |
| Stylized Ball and Stick | What To Type | |||||
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hide everything show sticks show spheres set stick_radius, .07 set sphere_scale, .18 set sphere_scale, .13, elem H set bg_rgb=[1, 1, 1] set stick_quality, 50 set sphere_quality, 4 color gray85, elem C color red, elem O color slate, elem N color gray98, elem H set stick_color, black set ray_trace_mode, 1 set ray_texture, 2 set antialias, 3 set ambient, 0.5 set spec_count, 5 set shininess, 50 set specular, 1 set reflect, .1 set dash_gap, 0 set dash_color, black set dash_gap, .15 set dash_length, .05 set dash_round_ends, 0 set dash_radius, .05 python preset.ball_and_stick("vis") python end fetch 1rx1, async=0 remove not org orient org ray |