Upgrade lighting setup and change to 600x600 px.
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28 changed files with 157 additions and 91139 deletions
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@ -5,14 +5,15 @@ def setup_renderer(engine="CYCLES"):
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# Set up and do the render
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if engine=="CYCLES":
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bpy.context.scene.render.engine = 'CYCLES'
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bpy.context.scene.cycles.samples = 30.0
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bpy.context.scene.cycles.samples = 24.0
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bpy.context.scene.cycles.caustics_reflective = False
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bpy.context.scene.cycles.caustics_refractive = False
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bpy.context.scene.cycles.max_bounces = 0.0
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bpy.data.scenes["Scene"].render.use_border = True # Tell Blender to use border render
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bpy.data.scenes["Scene"].render.use_border = False # Tell Blender to use border render
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bpy.data.scenes["Scene"].render.border_max_y = 0.75 # Set the border top at 3/4 of the image's height
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bpy.data.scenes["Scene"].render.border_min_y = 0.33 # Set the border bottom at 1/3 of the image's height
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bpy.data.scenes["Scene"].render.border_min_x = 0.25 # Set the border left at 1/4 of the image's width
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bpy.data.scenes["Scene"].render.border_max_x = 0.65 # Set the border right at the image's right border
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bpy.context.scene.render.resolution_x = 600.0
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bpy.context.scene.render.resolution_y = 600.0
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bpy.context.scene.render.resolution_percentage = 100.0
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@ -1,3 +1,4 @@
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import math
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import bpy
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def initialize_scene():
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@ -11,11 +12,76 @@ def setup_scene():
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# Set up world
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bpy.context.scene.world.use_sky_paper = True
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bpy.context.scene.world.horizon_color = (0.95, 0.95, 0.95)
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bpy.context.scene.world.horizon_color = (0.58, 0.58, 0.58)
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#bpy.context.scene.world.light_settings.use_environment_light = True
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# Set up lamps and cameras
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bpy.data.objects["Lamp"].location = bpy.data.objects["Camera"].location
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bpy.data.objects["Lamp"].delta_location = (-3, 0, -3)
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#bpy.data.objects["Lamp"].type = "POINT"
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bpy.data.objects["Lamp"].name = "front"
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# Add back wall
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bpy.ops.mesh.primitive_plane_add(radius=20, location=(-10.0, 0.0, 0.0))
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bpy.ops.transform.rotate(value=math.pi/2.0, axis=(0.0,1.0,0.0))
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bpy.data.objects["Plane"].name = "back_wall"
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mat = bpy.data.materials.get("backwall-material")
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if mat is None:
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mat = bpy.data.materials.new("backwall-material")
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mat.diffuse_color = (0.5, 0.5, 0.5)
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mat.specular_color = (0.5, 0.5, 0.5)
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mat.diffuse_intensity = 1.0
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mat.specular_intensity = 1.0
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bpy.context.scene.objects.active = bpy.data.objects["back_wall"]
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if bpy.context.active_object.data.materials:
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# assign to 1st material slot
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bpy.context.active_object.data.materials[0] = mat
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else:
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# no slots
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bpy.context.active_object.data.materials.append(mat)
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# Set up cameras
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bpy.data.objects["Camera"].location = (10.0, 0.0, -1)
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fov = 65.0
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bpy.data.objects["Camera"].data.angle = fov*(math.pi/180.0)
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bpy.data.objects["Camera"].rotation_mode = 'XYZ'
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bpy.data.objects["Camera"].rotation_euler[0] = math.pi/2.0
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bpy.data.objects["Camera"].rotation_euler[1] = 0.0
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bpy.data.objects["Camera"].rotation_euler[2] = math.pi/2.0
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# Lamps
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bpy.data.scenes['Scene'].objects.unlink(bpy.data.objects["Lamp"])
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bpy.data.objects.remove(bpy.data.objects["Lamp"])
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bpy.ops.mesh.primitive_plane_add(radius=5, location=(10.0, -10.0, 5.0))
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bpy.ops.transform.rotate(value=math.pi/2.0, axis=(1.0,2.0,0.0))
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bpy.data.objects["Plane"].name = "key_lamp"
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mat = bpy.data.materials.get("key-material")
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if mat is None:
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mat = bpy.data.materials.new("key-material")
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mat.use_nodes = True
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mat.node_tree.nodes.new('ShaderNodeEmission')
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inp = mat.node_tree.nodes["Material Output"].inputs["Surface"]
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outp = mat.node_tree.nodes["Emission"].outputs["Emission"]
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mat.node_tree.nodes['Emission'].inputs[1].default_value = 30.0
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mat.node_tree.links.new(inp, outp)
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bpy.context.scene.objects.active = bpy.data.objects["key_lamp"]
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if bpy.context.active_object.data.materials:
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# assign to 1st material slot
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bpy.context.active_object.data.materials[0] = mat
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else:
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# no slots
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bpy.context.active_object.data.materials.append(mat)
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bpy.ops.mesh.primitive_plane_add(radius=5, location=(10.0, 10.0, -5.0))
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bpy.ops.transform.rotate(value=-math.pi/2.0, axis=(1.0,2.0,0.0))
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bpy.ops.transform.rotate(value=-math.pi/4.0, axis=(0.0,0.0,1.0))
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bpy.data.objects["Plane"].name = "fill_lamp"
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mat = bpy.data.materials.get("fill-material")
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if mat is None:
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mat = bpy.data.materials.new("fill-material")
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mat.emit = 12.0
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bpy.context.scene.objects.active = bpy.data.objects["fill_lamp"]
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if bpy.context.active_object.data.materials:
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# assign to 1st material slot
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bpy.context.active_object.data.materials[0] = mat
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else:
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# no slots
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bpy.context.active_object.data.materials.append(mat)
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