... with some addtional changes.
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@ -627,13 +627,17 @@ def camera_light_source(use_camera,
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# Create x, y and z for the lamp.
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object_lamp_vec = Vector((lamp_dl,lamp_dy_right,lamp_dl))
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lamp_xyz_vec = object_center_vec + object_lamp_vec
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length = lamp_xyz_vec.length
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# Eevee
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# =====
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# As a lamp we use a point source.
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lamp_data = bpy.data.lights.new(name="A_lamp_eevee", type="POINT")
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lamp_data.energy = 100000.0 # Watts
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# We now determine the emission strength of the lamp. Note that the
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# intensity depends on 1/r^2. For this we use a value of 100000.0 at a
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# distance of 58. This value was determined manually inside Blender.
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lamp_data.energy = 100000.0 * ( (length * length) / (58.0 * 58.0) )
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lamp = bpy.data.objects.new("A_lamp_eevee", lamp_data)
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lamp.location = lamp_xyz_vec
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bpy.context.collection.objects.link(lamp)
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@ -655,11 +659,7 @@ def camera_light_source(use_camera,
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# tree
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lamp.name = "A_lamp_cycles"
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# We now determine the emission strength of the lamp. Note that the
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# intensity depends on 1/r^2. For this we use a value of 5000.0 at a
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# distance of 58 (58x58 = 3364.0). This value was determined only once
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# in the Blender viewport
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length = lamp_xyz_vec.length
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# See above.
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strength = 5000.0 * ( (length * length) / (58.0 * 58.0) )
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# Now, we create the material
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@ -1402,7 +1402,7 @@ def import_pdb(Ball_type,
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mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
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mat_P_BSDF.inputs['Metallic'].default_value = 0.1
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mat_P_BSDF.inputs['Specular'].default_value = 0.15
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mat_P_BSDF.inputs['Roughness'].default_value = 0.0
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mat_P_BSDF.inputs['Roughness'].default_value = 0.05
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mat_P_BSDF.inputs['Clearcoat Roughness'].default_value = 0.37
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mat_P_BSDF.inputs['IOR'].default_value = 0.8
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mat_P_BSDF.inputs['Transmission'].default_value = 0.6
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@ -430,13 +430,17 @@ def camera_light_source(use_camera,
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# Create x, y and z for the lamp.
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object_lamp_vec = Vector((lamp_dl,lamp_dy_right,lamp_dl))
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lamp_xyz_vec = object_center_vec + object_lamp_vec
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length = lamp_xyz_vec.length
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# Eevee
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# =====
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# As a lamp we use a point source.
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lamp_data = bpy.data.lights.new(name="A_lamp_eevee", type="POINT")
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lamp_data.energy = 100000.0 # Watts
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# We now determine the emission strength of the lamp. Note that the
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# intensity depends on 1/r^2. For this we use a value of 100000.0 at a
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# distance of 58. This value was determined manually inside Blender.
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lamp_data.energy = 100000.0 * ( (length * length) / (58.0 * 58.0) )
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lamp = bpy.data.objects.new("A_lamp_eevee", lamp_data)
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lamp.location = lamp_xyz_vec
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bpy.context.collection.objects.link(lamp)
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@ -458,11 +462,7 @@ def camera_light_source(use_camera,
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# tree
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lamp.name = "A_lamp"
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# We now determine the emission strength of the lamp. Note that the
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# intensity depends on 1/r^2. For this we use a value of 5000.0 at a
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# distance of 58 (58x58 = 3364.0). This value was determined only once
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# in the Blender viewport
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length = lamp_xyz_vec.length
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# See above.
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strength = 5000.0 * ( (length * length) / (58.0 * 58.0) )
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# Now, we create the material
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@ -546,7 +546,7 @@ def import_xyz(Ball_type,
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mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
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mat_P_BSDF.inputs['Metallic'].default_value = 0.1
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mat_P_BSDF.inputs['Specular'].default_value = 0.15
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mat_P_BSDF.inputs['Roughness'].default_value = 0.0
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mat_P_BSDF.inputs['Roughness'].default_value = 0.05
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mat_P_BSDF.inputs['Clearcoat Roughness'].default_value = 0.37
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mat_P_BSDF.inputs['IOR'].default_value = 0.8
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mat_P_BSDF.inputs['Transmission'].default_value = 0.6
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