lib/glitch3d/bpy/rendering.py in glitch3d-0.2.2.2 vs lib/glitch3d/bpy/rendering.py in glitch3d-0.2.2.3

- old
+ new

@@ -20,15 +20,16 @@ shots_number = int(args.shots_number) FIXTURES_FOLDER_PATH = path + '/../fixtures/' DEBUG = False -FISHEYE = False +FISHEYE = True COLORS = rand_color_palette(5) -INITIAL_CAMERA_LOCATION = (8, 8, 1) +INITIAL_CAMERA_LOCATION = (4, 4, 1) ANIMATE = False +# DEBUG = True if DEBUG: shots_number = 2 import os mode = 'low' file = "/Users/pascal/dev/glitch3d/fixtures/skull.obj" @@ -44,12 +45,12 @@ # Initialize groups for primitive in PRIMITIVES: bpy.data.groups.new(primitive.lower().title()) # Render settings -context.scene.render.resolution_x = 1920 -context.scene.render.resolution_y = 1080 +context.scene.render.resolution_x = 2000 +context.scene.render.resolution_y = 2000 context.scene.render.engine = 'CYCLES' context.scene.render.resolution_percentage = 25 # uncomment if GPU # bpy.context.scene.cycles.device = 'GPU' context.scene.render.image_settings.compression = 0 @@ -61,11 +62,13 @@ context.scene.render.image_settings.compression = 90 context.scene.cycles.samples = 400 context.scene.render.resolution_percentage = 100 # Add background to world -bpy.data.worlds.remove(bpy.data.worlds[0]) + +# This shit doesnt work in v 2.76 +# bpy.data.worlds.remove(bpy.data.worlds[0]) world = bpy.data.worlds.new('A Brave New World') world.use_nodes = True world_node_tree = world.node_tree context.scene.world = world @@ -105,19 +108,19 @@ camera_object.location = INITIAL_CAMERA_LOCATION if FISHEYE: camera_object.data.type = 'PANO' camera_object.data.cycles.panorama_type = 'FISHEYE_EQUISOLID' - camera_object.data.cycles.fisheye_lens = 8 - camera_object.data.cycles.fisheye_fov = 2.27 - camera_object.data.sensor_width = 15.81 - camera_object.data.sensor_height = 8.88 + camera_object.data.cycles.fisheye_lens = 12 + camera_object.data.cycles.fisheye_fov = 2.5 + camera_object.data.sensor_width = 20 + camera_object.data.sensor_height = 20 # 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, 20)) bpy.ops.mesh.primitive_plane_add(location=(0, 0, -2)) reflector1 = bpy.data.objects['Plane'] reflector2 = bpy.data.objects['Plane.001'] reflector3 = bpy.data.objects['Plane.002'] @@ -165,17 +168,24 @@ context.scene.camera = camera_object look_at(camera_object, model_object) # Make floor floor = bpy.data.objects['Plane.003'] +bpy.data.groups['Plane'].objects.link(floor) floor.scale = (20,20,20) -texture_object(floor) subdivide(floor, 8) -glitch(floor) +displace(floor) +texture_object(floor) OCEAN = add_ocean(10, 20) +# Create lines +bpy.data.groups.new('Lines') +for i in range(0, 20): + new_line = create_line('line' + str(uuid.uuid1()), series(30)) + new_line.location.z += i / 6 + for index in range(1, len(WORDS)): new_object = spawn_text() props.append(new_object) text_scale = random.uniform(0.75, 2) make_object_glossy(new_object, GREY) @@ -189,11 +199,11 @@ unwrap_model(plane) for obj in WIREFRAMES: wireframize(obj) -if ANIMATE == True: - exec(open(os.path.join(os.path.dirname(__file__), 'animation_recording.py')).read()) +look_at(camera_object, model_object) +model_object.location.z += 2 # ------ # Shoot # ------ print('Rendering images with resolution: ' + str(context.scene.render.resolution_x) + ' x ' + str(context.scene.render.resolution_y))