Update Blender Lighting
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This commit is contained in:
2026-03-08 08:50:45 -07:00
parent 8db1654c3d
commit 2f8a1b9869
3 changed files with 123 additions and 72 deletions

View File

@@ -352,39 +352,45 @@ import:
RAYTRACING: false
# PCBA 3D Renders (Populated Board; Blender) -------------------------------
# - file: kibot_out_blender.yaml
# definitions:
# NAME: @BLENDER_3D_TOP@
# COMMENT: High Quality 3D Render (Top)
# DIR: @RENDER_DIR@
# VIEW: top
# ROTATE_X: 0
# ROTATE_Y: 0
# ROTATE_Z: 0
# SAMPLES: @BLENDER_SAMPLES@
# RESOLUTION_X: @BLENDER_RESOLUTION_X@
# RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
# TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
# DNF_FILTER: @RENDER_DNF_FILTER@
# DIFFUSE_LIGHT: 0.3
# SPOT_LIGHT: 0.01
- file: kibot_out_blender.yaml
definitions:
NAME: @BLENDER_3D_TOP@
COMMENT: High Quality 3D Render (Top)
DIR: @RENDER_DIR@
VIEW: top
ROTATE_X: 0
ROTATE_Y: 0
ROTATE_Z: 0
SAMPLES: @BLENDER_SAMPLES@
RESOLUTION_X: @BLENDER_RESOLUTION_X@
RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
DNF_FILTER: @RENDER_DNF_FILTER@
DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
DIFFUSE_LIGHT: 0.7
ACCENT_LIGHT: 0.1
SPOT_LIGHT: 0.1
# - file: kibot_out_blender.yaml
# definitions:
# NAME: @BLENDER_3D_BOT@
# COMMENT: High Quality 3D Render (Bottom)
# DIR: @RENDER_DIR@
# VIEW: bottom
# ROTATE_X: 0
# ROTATE_Y: 0
# ROTATE_Z: 0
# SAMPLES: @BLENDER_SAMPLES@
# RESOLUTION_X: @BLENDER_RESOLUTION_X@
# RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
# TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
# DNF_FILTER: @RENDER_DNF_FILTER@
# DIFFUSE_LIGHT: 0.3
# SPOT_LIGHT: 0.01
- file: kibot_out_blender.yaml
definitions:
NAME: @BLENDER_3D_BOT@
COMMENT: High Quality 3D Render (Bottom)
DIR: @RENDER_DIR@
VIEW: bottom
ROTATE_X: 0
ROTATE_Y: 0
ROTATE_Z: 0
SAMPLES: @BLENDER_SAMPLES@
RESOLUTION_X: @BLENDER_RESOLUTION_X@
RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
DNF_FILTER: @RENDER_DNF_FILTER@
DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
DIFFUSE_LIGHT: 0.7
ACCENT_LIGHT: 0.1
SPOT_LIGHT: 0.1
- file: kibot_out_blender.yaml
definitions:
@@ -400,8 +406,11 @@ import:
RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
DNF_FILTER: @RENDER_DNF_FILTER@
DIFFUSE_LIGHT: 0.5
SPOT_LIGHT: 0.01
DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
DIFFUSE_LIGHT: 0.4
ACCENT_LIGHT: 0.1
SPOT_LIGHT: 2.0
- file: kibot_out_blender.yaml
definitions:
@@ -417,8 +426,11 @@ import:
RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
DNF_FILTER: @RENDER_DNF_FILTER@
DIFFUSE_LIGHT: 0.5
SPOT_LIGHT: 0.01
DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
DIFFUSE_LIGHT: 0.4
ACCENT_LIGHT: 0.1
SPOT_LIGHT: 2.0
# STEP File ----------------------------------------------------------------
- file: kibot_out_3d_model.yaml
@@ -727,6 +739,9 @@ definitions:
BLENDER_RESOLUTION_Y: 1500
BLENDER_TEXTURE_DPI: 1031.0
BLENDER_DIFFUSE_HEIGHT: 10.0
BLENDER_DIFFUSE_RADIUS: 6.0
# Directories ==============================================================
# Root

View File

@@ -2,12 +2,15 @@
# https://kibot.readthedocs.io/en/latest/configuration/outputs/PCB2Blender_ToolsOptions.html
# The lighting setup allows for even, diffuse background lighting as well as
# a focused light for shadows/depth. The six area lights form a rough ring
# around the top of the board, while the point light illuminates from behind
# and to the right of the camera. For top/bottom renders that look directly
# down at the board, set @SPOT_LIGHT@ to 0.01 (a value of 0 tells KiCad to
# auto-calculate the intensity). A value for @DIFFUSE_LIGHT@ of 0.3-0.4 seems
# to work well as a starting point.
# a focused light for shadows/depth. The eight area lights form a ring around
# the top of the board, while the spot light illuminates from behind and to the
# right of the camera. The accent lights illuminate from behind the board at a
# low angle to help light up solder pads.
#
# For top/bottom renders that look directly down at the board, set @SPOT_LIGHT@
# to 0.1 and @ADIFFUSE_LIGHT@ to 0.7. For angle renders, start with @SPOT_LIGHT@
# set to 2.0 and @DIFFUSE_LIGHT@ at 0.4. Some experimentation, including with
# the ring radius and height, may be required to get good results.
kibot:
version: 1
@@ -49,68 +52,99 @@ outputs:
output: '%f-%I%v.%x'
light:
- name: kibot_light_spot
- name: spot
energy: @SPOT_LIGHT@
pos_x: -size*3.33
pos_y: size*3.33
pos_z: size*5
type: POINT
- name: kibot_area_light_1
- name: accent_1
energy: @ACCENT_LIGHT@
pos_x: -size*2
pos_y: size*6
pos_z: size*3
type: AREA
- name: accent_2
energy: @ACCENT_LIGHT@
pos_x: size*2
pos_y: size*6
pos_z: size*3
type: AREA
- name: ring_1
energy: @DIFFUSE_LIGHT@
pos_x: size
pos_x: size*@DIFFUSE_RADIUS@
pos_y: 0
pos_z: size*10
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: kibot_area_light_2
- name: ring_2
energy: @DIFFUSE_LIGHT@
pos_x: -size
pos_x: -size*@DIFFUSE_RADIUS@
pos_y: 0
pos_z: size*10
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: kibot_area_light_3
- name: ring_3
energy: @DIFFUSE_LIGHT@
pos_x: size*0.71
pos_y: size*0.71
pos_z: size*10
pos_x: 0
pos_y: size*@DIFFUSE_RADIUS@
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: kibot_area_light_4
- name: ring_4
energy: @DIFFUSE_LIGHT@
pos_x: -size*0.71
pos_y: size*0.71
pos_z: size*10
pos_x: 0
pos_y: -size*@DIFFUSE_RADIUS@
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: kibot_area_light_5
- name: ring_5
energy: @DIFFUSE_LIGHT@
pos_x: size*0.71
pos_y: -size*0.71
pos_z: size*10
pos_x: size*0.71*@DIFFUSE_RADIUS@
pos_y: size*0.71*@DIFFUSE_RADIUS@
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: kibot_area_light_6
- name: ring_6
energy: @DIFFUSE_LIGHT@
pos_x: -size*0.71
pos_y: -size*0.71
pos_z: size*10
pos_x: -size*0.71*@DIFFUSE_RADIUS@
pos_y: size*0.71*@DIFFUSE_RADIUS@
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: ring_7
energy: @DIFFUSE_LIGHT@
pos_x: size*0.71*@DIFFUSE_RADIUS@
pos_y: -size*0.71*@DIFFUSE_RADIUS@
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
- name: ring_8
energy: @DIFFUSE_LIGHT@
pos_x: -size*0.71*@DIFFUSE_RADIUS@
pos_y: -size*0.71*@DIFFUSE_RADIUS@
pos_z: size*@DIFFUSE_HEIGHT@
type: AREA
...
definitions:
NAME: blender
NAME: blender_3d_angled_top
COMMENT: PCB 3D model in PCB3D Blender format
DIR: renders
DNF_FILTER: _kibom_dnf_Config
SAMPLES: 5
RESOLUTION_X: 1280
RESOLUTION_Y: 1280
TEXTURE_DPI: 1031.0
DIFFUSE_LIGHT: 0.3
SPOT_LIGHT: 0.01
ROTATE_X: 0
ROTATE_Y: 0
ROTATE_Z: 0
SAMPLES: 5
ROTATE_X: 30
ROTATE_Y: 10
ROTATE_Z: 10
VIEW: top
DIFFUSE_RADIUS: 6.0
DIFFUSE_HEIGHT: 10.0
DIFFUSE_LIGHT: 0.4
ACCENT_LIGHT: 0.1
SPOT_LIGHT: 2.0

View File

@@ -52,6 +52,8 @@ FABRICATION NOTES (UNLESS OTHERWISE SPECIFIED)
#?stackup and impedance_controlled
13) REFER TO IMPEDANCE TABLE FOR IMPEDANCE CONTROL REQUIREMENTS.
THE SUPPLIED ARTWORK MAY OR MAY NOT CONTAIN THE SPECIFIED
TRACE GEOMETRIES ON EVERY LAYERS SPECIFIED.
#?stackup and impedance_controlled
#?stackup and impedance_controlled