Mesh lights in reasonable condition now.
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83d88728c5
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7925c4b926
13 changed files with 40 additions and 30 deletions
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@ -27,7 +27,7 @@ def generate_models(shape_parameters):
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location)
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location)
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# Chord
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# Chord
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radius = 0.05
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radius = 0.05
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height = 6.0
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height = 10.0
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location = (0.0, 0.0, height/2.0)
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location = (0.0, 0.0, height/2.0)
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chord = product_gen.generate_lamp_base.generate_chord(height,
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chord = product_gen.generate_lamp_base.generate_chord(height,
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radius,
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radius,
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@ -117,7 +117,7 @@ def generate_mesh_shade(shape_parameters):
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if abs(vert.co.z)<shape_parameters["stem_length"]:
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if abs(vert.co.z)<shape_parameters["stem_length"]:
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rad = shape_parameters["fixture_radius"]
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rad = shape_parameters["fixture_radius"]
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else:
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else:
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rad = morph_shape(1.8*(abs(vert.co.z)-shape_parameters["stem_length"]),
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rad = morph_shape(1.0*(abs(vert.co.z)-shape_parameters["stem_length"]),
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depth-shape_parameters["stem_length"],
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depth-shape_parameters["stem_length"],
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radius1-shape_parameters["fixture_radius"],
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radius1-shape_parameters["fixture_radius"],
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morph_type=shape_parameters["division_pattern"])
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morph_type=shape_parameters["division_pattern"])
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@ -12,6 +12,7 @@ def setup_renderer(shape_parameters, engine="CYCLES"):
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this_scene.cycles.caustics_refractive = False
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this_scene.cycles.caustics_refractive = False
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this_scene.cycles.max_bounces = 0.0
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this_scene.cycles.max_bounces = 0.0
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this_scene.render.use_border = False
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this_scene.render.use_border = False
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this_scene.render.use_simplify = True
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this_scene.render.border_max_y = 0.75
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this_scene.render.border_max_y = 0.75
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this_scene.render.border_min_y = 0.33
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this_scene.render.border_min_y = 0.33
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this_scene.render.border_min_x = 0.25
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this_scene.render.border_min_x = 0.25
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@ -11,35 +11,44 @@ def initialize_scene(shape_parameters):
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def setup_scene(shape_parameters):
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def setup_scene(shape_parameters):
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# Set up world
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# Set up world
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bpy.context.scene.world.use_sky_paper = True
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use_backwall = False
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bpy.context.scene.world.horizon_color = (0.99, 0.8, 0.8)
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if not use_backwall:
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#bpy.context.scene.world.light_settings.use_environment_light = True
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bpy.context.scene.world.use_sky_paper = True
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bpy.context.scene.world.horizon_color = (1.0, 1.0, 1.0)
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# Add back wall
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#bpy.context.scene.world.light_settings.use_environment_light = True
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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 = (0.25, 0.25, 0.25)
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mat.specular_color = (0.25, 0.25, 0.25)
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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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else:
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# no slots
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bpy.context.active_object.data.materials.append(mat)
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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 = (0.25, 0.25, 0.25)
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mat.specular_color = (0.25, 0.25, 0.25)
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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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# Set up cameras
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bpy.data.objects["Camera"].location = (8.5, 0.0, -2)
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radius = shape_parameters["radius"]
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height = shape_parameters["height"]
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xloc = 1.5 + (3.0*radius + height)/2.0
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zloc = -0.4 - height
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bpy.data.objects["Camera"].location = (xloc, 0.0000, zloc)
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fov = 65.0
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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"].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_mode = 'XYZ'
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bpy.data.objects["Camera"].rotation_euler[0] = 1.5
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bpy.data.objects["Camera"].rotation_euler[0] = 1.9326
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bpy.data.objects["Camera"].rotation_euler[1] = 0.0
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bpy.data.objects["Camera"].rotation_euler[1] = 0.0
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bpy.data.objects["Camera"].rotation_euler[2] = 1.5708
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bpy.data.objects["Camera"].rotation_euler[2] = 1.5708
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@ -23,12 +23,12 @@ if __name__ == "__main__":
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os.makedirs(os.getcwd() + "/" + output)
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os.makedirs(os.getcwd() + "/" + output)
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# Global bounding box
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# Global bounding box
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bbox_xmax = 5.0
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bbox_xmax = 3.0
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bbox_ymax = 4.0
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bbox_ymax = 3.0
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# Minimum feature sizes
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# Minimum feature sizes
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feature_xmin = 2.0
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feature_xmin = 1.0
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feature_ymin = 0.5
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feature_ymin = 1.0
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shape_parameters = sd.get_random_shape_description(shape,
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shape_parameters = sd.get_random_shape_description(shape,
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[bbox_xmax, bbox_ymax],
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[bbox_xmax, bbox_ymax],
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[feature_xmin, feature_ymin])
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[feature_xmin, feature_ymin])
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@ -1 +1 @@
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{"division_param1": 1.0, "division_param2": 1.0, "stem_length": 0.5, "fixture_length": 0.3, "style": "billard", "radius": 3.687568125159161, "output": "test789", "shape": "mesh", "division_pattern": "circle", "fixture_radius": 0.3, "height": 3.6552215108138246}
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{"shape": "cone", "fixture_length": 0.3, "stem_length": 0.5, "style": "billard", "radius": 1.298856337538413, "division_pattern": "logistic", "division_param1": 1.0, "division_param2": 1.0, "output": "test789", "height": 2.2653976569924654, "fixture_radius": 0.3}
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