Add glossy material for shade.
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10 changed files with 40 additions and 22 deletions
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@ -48,23 +48,42 @@ def optimize_for_render(models):
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def apply_textures(colormap, models):
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for eachName in colormap.keys():
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mat = bpy.data.materials.get(eachName + "-material")
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if mat is None:
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mat = bpy.data.materials.new(name=eachName + "-material")
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mat.diffuse_color = colormap[eachName]
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mat.specular_color = colormap[eachName]
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mat.diffuse_intensity = 1.0
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mat.specular_intensity = 1.0
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if "shade" in eachName:
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mat.emit = 0.0
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mat.translucency = 10
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mat.use_transparency = True
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if "shade" in eachName:
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mat = bpy.data.materials.get("shade-material")
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if mat is None:
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mat = bpy.data.materials.new("shade-material")
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mat.use_nodes = True
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mat.node_tree.nodes.new('ShaderNodeBsdfGlossy')
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inp = mat.node_tree.nodes["Material Output"].inputs["Surface"]
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outp = mat.node_tree.nodes["Glossy BSDF"].outputs["BSDF"]
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mat.node_tree.nodes['Glossy BSDF'].inputs[0].default_value = (colormap[eachName][0],
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colormap[eachName][1],
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colormap[eachName][2]
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,1)
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mat.node_tree.links.new(inp, outp)
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bpy.context.scene.objects.active = bpy.data.objects[eachName]
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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.context.scene.objects.active = models[eachName]
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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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mat = bpy.data.materials.get(eachName + "-material")
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if mat is None:
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mat = bpy.data.materials.new(name=eachName + "-material")
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mat.diffuse_color = colormap[eachName]
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mat.specular_color = colormap[eachName]
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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 = models[eachName]
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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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@ -35,13 +35,12 @@ def setup_scene(shape_parameters):
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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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bpy.data.objects["Camera"].location = (10.0, 0.0, -4)
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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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# todo tilt down further for light render
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bpy.data.objects["Camera"].rotation_euler[2] = math.pi/2.0
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# Lamps
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@ -23,8 +23,8 @@ if __name__ == "__main__":
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os.makedirs(os.getcwd() + "/" + output)
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# Global bounding box
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bbox_xmax = 2.2
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bbox_ymax = 20.0
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bbox_xmax = 4.0
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bbox_ymax = 5.0
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# Minimum feature sizes
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feature_xmin = 0.4
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@ -1 +1 @@
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{"division_offsets": [0.25, 0.25, 0.25, 0.25], "radius": 1.0601818200308606, "shape": "pendant", "height": 4.455460011829081, "style": "billard", "division_patterns": ["sine", "square", "sine", "inv_ramp"], "fixture_radius": 0.3, "division_radii": [0.5868447602079319, 0.596539544538136, 0.7007834420344027, 0.87385109148988]}
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{"division_offsets": [0.25, 0.25, 0.25, 0.25], "radius": 0.5151794595751276, "height": 4.115548193330971, "division_patterns": ["inv_square", "inv_square", "square", "inv_sine"], "shape": "pendant", "style": "light", "division_radii": [0.9221841829622927, 0.9489520915432629, 0.9897309968469092, 0.994921834206689], "fixture_radius": 0.3}
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