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