mesh.update(calc_edges=True)
    return obj


# Remove all elements
utils.removeAll()

# Create camera
target = utils.createTarget()
camera = utils.createCamera((-10, -10, 10), target)

# Set cursor to (0,0,0)
bpy.context.scene.cursor_location = (0, 0, 0)

# Create lamps
utils.rainbowLights(10, 300, 3)

# Create object
torus = createSurface(torusSurface(4, 2), 20, 20)
utils.setSmooth(torus, 2)

# Specify folder to save rendering
render_folder = os.path.join(cwd, 'rendering')
if (not os.path.exists(render_folder)):
    os.mkdir(render_folder)

# Render image
rnd = bpy.data.scenes['Scene'].render
rnd.resolution_x = 500
rnd.resolution_y = 500
rnd.resolution_percentage = 100
    return obj


if __name__ == '__main__':
    # Remove all elements
    utils.removeAll()

    # Create camera
    bpy.ops.object.add(type='CAMERA', location=(0, -3.5, 0))
    cam = bpy.context.object
    cam.rotation_euler = Euler((pi / 2, 0, 0), 'XYZ')
    # Make this the current camera
    bpy.context.scene.camera = cam

    # Create lamps
    utils.rainbowLights()

    # Create object and its material
    sphere = createSphere()
    utils.setSmooth(sphere, 3)

    # Specify folder to save rendering
    render_folder = os.path.join(cwd, 'rendering')
    if (not os.path.exists(render_folder)):
        os.mkdir(render_folder)

    # Render image
    rnd = bpy.data.scenes['Scene'].render
    rnd.resolution_x = 500
    rnd.resolution_y = 500
    rnd.resolution_percentage = 100