lib/glitch3d/bpy/rendering.py in glitch3d-0.1.9 vs lib/glitch3d/bpy/rendering.py in glitch3d-0.2.0
- old
+ new
@@ -21,10 +21,11 @@
FIXTURES_FOLDER_PATH = path + '/../fixtures/'
DEBUG = False
FISHEYE = False
+COLORS = rand_color_palette(5)
if DEBUG:
shots_number = 2
import os
mode = 'low'
@@ -109,27 +110,35 @@
# Add reflectors
bpy.ops.mesh.primitive_plane_add(location=(0,8 + REFLECTOR_LOCATION_PADDING, 0))
bpy.ops.mesh.primitive_plane_add(location=(8 + REFLECTOR_LOCATION_PADDING,0,0))
bpy.ops.mesh.primitive_plane_add(location=(0, 0, 8))
+bpy.ops.mesh.primitive_plane_add(location=(0, 0, -2))
-reflector1 = bpy.data.objects['Plane.001']
-reflector2 = bpy.data.objects['Plane.002']
+reflector1 = bpy.data.objects['Plane']
+reflector2 = bpy.data.objects['Plane.001']
+reflector3 = bpy.data.objects['Plane.002']
+bpy.data.groups.new('Plane')
+bpy.data.groups['Plane'].objects.link(reflector1)
+bpy.data.groups['Plane'].objects.link(reflector2)
+bpy.data.groups['Plane'].objects.link(reflector3)
+
+reflector2.rotation_euler.x += math.radians(90)
reflector1.rotation_euler.x += math.radians(90)
-reflector1.rotation_euler.z += math.radians(90)
+reflector2.rotation_euler.z += math.radians(90)
make_object_reflector(reflector1)
make_object_reflector(reflector2)
+make_object_reflector(reflector3)
# Adjust camera
context.scene.camera = camera_object
look_at(camera_object, model_object)
# Make floor
-floor = bpy.data.objects['Plane']
-floor.rotation_euler.x += math.radians(90)
+floor = bpy.data.objects['Plane.003']
floor.scale = (20,20,20)
texture_object(floor)
subdivide(floor, 8)
glitch(floor)
@@ -159,10 +168,10 @@
for index in range(0, int(shots_number)):
print("-------------------------- " + str(index) + " --------------------------")
rotate(model_object, index)
randomize_reflectors_colors()
OCEAN.modifiers['Ocean'].time += 1
- make_object_glossy(OCEAN, rand_color_vector())
+ make_object_glossy(OCEAN, rand_color())
OCEAN.modifiers['Ocean'].choppiness += 0.3
for prop in props:
prop.location = rand_location()
for obj in WIREFRAMES:
rotate(obj, index)