コード例 #1
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 def __init__(self, config):
     RendererInterface.__init__(self, config)
     self._texture_less_mode = config.get_bool('render_texture_less', False)
     self._image_type = config.get_string('image_type', 'PNG')
     self._use_motion_blur = config.get_bool('use_motion_blur', False)
     self._motion_blur_length = config.get_float('motion_blur_length', 0.1)
     self._use_rolling_shutter = config.get_bool('use_rolling_shutter',
                                                 False)
     self._rolling_shutter_length = config.get_float(
         'rolling_shutter_length', 0.2)
コード例 #2
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    def __init__(self, config):
        RendererInterface.__init__(self, config)

        self._avoid_rendering = config.get_bool("avoid_rendering", False)
        self.rgb_output_key = self.config.get_string("rgb_output_key", "colors")
        if self.rgb_output_key is None:
            raise Exception("RGB output is not registered, please register the RGB renderer before this module.")

        self.output_dir = self._determine_output_dir()
        if not os.path.exists(self.output_dir):
            os.makedirs(self.output_dir)
コード例 #3
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 def __init__(self, config):
     RendererInterface.__init__(self, config)
コード例 #4
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 def __init__(self, config):
     RendererInterface.__init__(self, config)
     # As we use float16 for storing the rendering, the interval of integers which can be precisely
     # stored is [-2048, 2048]. As blender does not allow negative values for colors, we use [0, 2048] ** 3 as our
     # color space which allows ~8 billion different colors/objects. This should be enough.
     self.render_colorspace_size_per_dimension = 2048
コード例 #5
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 def __init__(self, config):
     RendererInterface.__init__(self, config)
     self._texture_less_mode = config.get_bool('render_texture_less', False)
     self._image_type = config.get_string('image_type', 'PNG')