im still learning this part of blender as the way to do things are different that was the first operator i got working lol i actually jumped into the air.
yeah BGE is easier than this, but i haven’t got to the point where im bending the laws of physics yet that’s hard to do. well ill be on tomorrow with some progress hopefully.
Wow, it’s amazing how much this script has taken off! Thanks to Ricky and Dragon for your code! I have some code to contribute, I started on working on making the lamps snap to the domain and I started working on calculating energy levels of the lamps… Work keeps me so busy though! To many customers wanting websites done… I cant keep up!
Hay guys… I asked my friend Jamal from M3:GRAPHICS to take a look at our plugin… He’s been in the computer animation business for a long time, and he literally has a whole table full of Addys… (For those who don’t know it’s like a advertisers Oscar), mostly for his computer animation work… And I thought this plugin could use his expertise, from someone whose an expert at scene lighting.
Looking at the console window I found… bpy.ops.texture.new()
The only thing is, it would probably have to be a procedural texture sense there is no way to embed a image in the plugin file. or if that won’t work… We could include the texture with the plugin if it’s placed in the same directory it could with called with a relative path.
yeah there is a way i just had a quick google so yeah perfectly possible via python :D.
im having trouble getting the clay render in the menu ive got to the point where it runs when clay render is picked and it runs from there so it’s now a function in the light script.
don’t know may be theses are not procedural texture but just selected image textures added to the file!
when you apply
bpy.context.active_object.location = [0, 0, 10]
this doe not move the object but moves the mesh data the vertices
so the object origin does not change location but the vertices do change location
is there another command to move the object
or may be reset the origin at center of the object after ?
all I’ve done is make the clay render a function in the script so you just put
clayrender.run() and clay turns on when clay is chosen but no check box or color in your menu.
so you did not add the function for clay in the opeator for clay from menu
i’ll do that
now did you do other modif or only the clay one?
let me add all the modif for clay and my modifs and i’ll upload
i did add amny new operator and functins
plsu a function for fluo and also fake AO 16 lamps
alos
you imported the clay render py file
here
i’ll add it as a function inside the script
easier it’s very small anyway!
i cleaned the lighting script up by cleaning the white space i managed to cut 160 lines out of it. look at the clay operator in there i put the function there
but is as this is very small i would prefer to integrate it inside the lgit script
i mean this clay module script has only a few lines
but when i added this to the sript and ran it from the menu
i got the following error
File “lightsetupricky16.000”, line 1179, in execute
File “lightsetupricky16.000”, line 1884, in clayrender1
AttributeError: ‘Context’ object has no attribute ‘material’
location:<unknown location>:-1
any idea why it does not recognise the object or mat here ?
all you need to do is in the clayrender script, copy everything apart from the GPL header and paste it at the top of your light script just below where you do the importing. and take off the .run from where you call the function and delete the import clayrender as clayrender
looks like you put a preset into there and you can’t do that is a preset script only. the other script is the one that loads it automatically directly from the preset folder :D. (the Clayrender one with the operators in).
if you want more materials ill have to make some changes it would be better if we had a bank of scripted material presets.
ill look at the fake AO later as im rendering at the minute.
i only added your clay function inside the script
and other things like new operators and function for othere ligth set up
unless you did other modif which you did not tell me!
as i said i think it’s better to keep a maximum inside the scxript and not sue external module it is confusing
for noobie to think of externl modules
in any case this clay part is not big so should be eeasy to include it inside ligth script!
i tak a brake for 2 hours then be back
can you add the clay as a function in last file then not certain what else you want to modify ?
i still need to find a way to remove the bottom face on the cube for the fluorescent
and scale it as a 2 X 4 feet in metric
and add the fluo tube with some material to simulate a real fluo!