This commit is contained in:
@@ -352,39 +352,45 @@ import:
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RAYTRACING: false
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# PCBA 3D Renders (Populated Board; Blender) -------------------------------
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# - file: kibot_out_blender.yaml
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# definitions:
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# NAME: @BLENDER_3D_TOP@
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# COMMENT: High Quality 3D Render (Top)
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# DIR: @RENDER_DIR@
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# VIEW: top
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# ROTATE_X: 0
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# ROTATE_Y: 0
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# ROTATE_Z: 0
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# SAMPLES: @BLENDER_SAMPLES@
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# RESOLUTION_X: @BLENDER_RESOLUTION_X@
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# RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
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# TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
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# DNF_FILTER: @RENDER_DNF_FILTER@
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# DIFFUSE_LIGHT: 0.3
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# SPOT_LIGHT: 0.01
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- file: kibot_out_blender.yaml
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definitions:
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NAME: @BLENDER_3D_TOP@
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COMMENT: High Quality 3D Render (Top)
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DIR: @RENDER_DIR@
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VIEW: top
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ROTATE_X: 0
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ROTATE_Y: 0
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ROTATE_Z: 0
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SAMPLES: @BLENDER_SAMPLES@
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RESOLUTION_X: @BLENDER_RESOLUTION_X@
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RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
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TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
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DNF_FILTER: @RENDER_DNF_FILTER@
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DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
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DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
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DIFFUSE_LIGHT: 0.7
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ACCENT_LIGHT: 0.1
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SPOT_LIGHT: 0.1
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# - file: kibot_out_blender.yaml
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# definitions:
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# NAME: @BLENDER_3D_BOT@
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# COMMENT: High Quality 3D Render (Bottom)
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# DIR: @RENDER_DIR@
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# VIEW: bottom
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# ROTATE_X: 0
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# ROTATE_Y: 0
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# ROTATE_Z: 0
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# SAMPLES: @BLENDER_SAMPLES@
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# RESOLUTION_X: @BLENDER_RESOLUTION_X@
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# RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
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# TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
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# DNF_FILTER: @RENDER_DNF_FILTER@
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# DIFFUSE_LIGHT: 0.3
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# SPOT_LIGHT: 0.01
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- file: kibot_out_blender.yaml
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definitions:
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NAME: @BLENDER_3D_BOT@
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COMMENT: High Quality 3D Render (Bottom)
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DIR: @RENDER_DIR@
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VIEW: bottom
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ROTATE_X: 0
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ROTATE_Y: 0
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ROTATE_Z: 0
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SAMPLES: @BLENDER_SAMPLES@
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RESOLUTION_X: @BLENDER_RESOLUTION_X@
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RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
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TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
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DNF_FILTER: @RENDER_DNF_FILTER@
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DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
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DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
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DIFFUSE_LIGHT: 0.7
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ACCENT_LIGHT: 0.1
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SPOT_LIGHT: 0.1
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- file: kibot_out_blender.yaml
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definitions:
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@@ -400,8 +406,11 @@ import:
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RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
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TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
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DNF_FILTER: @RENDER_DNF_FILTER@
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DIFFUSE_LIGHT: 0.5
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SPOT_LIGHT: 0.01
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DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
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DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
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DIFFUSE_LIGHT: 0.4
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ACCENT_LIGHT: 0.1
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SPOT_LIGHT: 2.0
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- file: kibot_out_blender.yaml
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definitions:
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@@ -417,8 +426,11 @@ import:
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RESOLUTION_Y: @BLENDER_RESOLUTION_Y@
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TEXTURE_DPI: @BLENDER_TEXTURE_DPI@
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DNF_FILTER: @RENDER_DNF_FILTER@
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DIFFUSE_LIGHT: 0.5
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SPOT_LIGHT: 0.01
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DIFFUSE_RADIUS: @BLENDER_DIFFUSE_RADIUS@
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DIFFUSE_HEIGHT: @BLENDER_DIFFUSE_HEIGHT@
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DIFFUSE_LIGHT: 0.4
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ACCENT_LIGHT: 0.1
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SPOT_LIGHT: 2.0
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# STEP File ----------------------------------------------------------------
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- file: kibot_out_3d_model.yaml
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@@ -727,6 +739,9 @@ definitions:
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BLENDER_RESOLUTION_Y: 1500
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BLENDER_TEXTURE_DPI: 1031.0
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BLENDER_DIFFUSE_HEIGHT: 10.0
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BLENDER_DIFFUSE_RADIUS: 6.0
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# Directories ==============================================================
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# Root
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@@ -2,12 +2,15 @@
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# https://kibot.readthedocs.io/en/latest/configuration/outputs/PCB2Blender_ToolsOptions.html
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# The lighting setup allows for even, diffuse background lighting as well as
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# a focused light for shadows/depth. The six area lights form a rough ring
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# around the top of the board, while the point light illuminates from behind
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# and to the right of the camera. For top/bottom renders that look directly
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# down at the board, set @SPOT_LIGHT@ to 0.01 (a value of 0 tells KiCad to
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# auto-calculate the intensity). A value for @DIFFUSE_LIGHT@ of 0.3-0.4 seems
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# to work well as a starting point.
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# a focused light for shadows/depth. The eight area lights form a ring around
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# the top of the board, while the spot light illuminates from behind and to the
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# right of the camera. The accent lights illuminate from behind the board at a
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# low angle to help light up solder pads.
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#
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# For top/bottom renders that look directly down at the board, set @SPOT_LIGHT@
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# to 0.1 and @ADIFFUSE_LIGHT@ to 0.7. For angle renders, start with @SPOT_LIGHT@
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# set to 2.0 and @DIFFUSE_LIGHT@ at 0.4. Some experimentation, including with
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# the ring radius and height, may be required to get good results.
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kibot:
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version: 1
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@@ -49,68 +52,99 @@ outputs:
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output: '%f-%I%v.%x'
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light:
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- name: kibot_light_spot
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- name: spot
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energy: @SPOT_LIGHT@
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pos_x: -size*3.33
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pos_y: size*3.33
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pos_z: size*5
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type: POINT
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- name: kibot_area_light_1
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- name: accent_1
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energy: @ACCENT_LIGHT@
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pos_x: -size*2
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pos_y: size*6
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pos_z: size*3
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type: AREA
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- name: accent_2
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energy: @ACCENT_LIGHT@
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pos_x: size*2
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pos_y: size*6
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pos_z: size*3
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type: AREA
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- name: ring_1
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energy: @DIFFUSE_LIGHT@
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pos_x: size
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pos_x: size*@DIFFUSE_RADIUS@
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pos_y: 0
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pos_z: size*10
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: kibot_area_light_2
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- name: ring_2
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energy: @DIFFUSE_LIGHT@
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pos_x: -size
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pos_x: -size*@DIFFUSE_RADIUS@
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pos_y: 0
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pos_z: size*10
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: kibot_area_light_3
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- name: ring_3
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energy: @DIFFUSE_LIGHT@
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pos_x: size*0.71
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pos_y: size*0.71
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pos_z: size*10
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pos_x: 0
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pos_y: size*@DIFFUSE_RADIUS@
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: kibot_area_light_4
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- name: ring_4
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energy: @DIFFUSE_LIGHT@
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pos_x: -size*0.71
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pos_y: size*0.71
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pos_z: size*10
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pos_x: 0
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pos_y: -size*@DIFFUSE_RADIUS@
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: kibot_area_light_5
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- name: ring_5
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energy: @DIFFUSE_LIGHT@
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pos_x: size*0.71
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pos_y: -size*0.71
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pos_z: size*10
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pos_x: size*0.71*@DIFFUSE_RADIUS@
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pos_y: size*0.71*@DIFFUSE_RADIUS@
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: kibot_area_light_6
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- name: ring_6
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energy: @DIFFUSE_LIGHT@
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pos_x: -size*0.71
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pos_y: -size*0.71
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pos_z: size*10
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pos_x: -size*0.71*@DIFFUSE_RADIUS@
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pos_y: size*0.71*@DIFFUSE_RADIUS@
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: ring_7
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energy: @DIFFUSE_LIGHT@
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pos_x: size*0.71*@DIFFUSE_RADIUS@
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pos_y: -size*0.71*@DIFFUSE_RADIUS@
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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- name: ring_8
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energy: @DIFFUSE_LIGHT@
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pos_x: -size*0.71*@DIFFUSE_RADIUS@
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pos_y: -size*0.71*@DIFFUSE_RADIUS@
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pos_z: size*@DIFFUSE_HEIGHT@
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type: AREA
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...
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definitions:
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NAME: blender
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NAME: blender_3d_angled_top
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COMMENT: PCB 3D model in PCB3D Blender format
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DIR: renders
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DNF_FILTER: _kibom_dnf_Config
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SAMPLES: 5
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RESOLUTION_X: 1280
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RESOLUTION_Y: 1280
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TEXTURE_DPI: 1031.0
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DIFFUSE_LIGHT: 0.3
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SPOT_LIGHT: 0.01
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ROTATE_X: 0
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ROTATE_Y: 0
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ROTATE_Z: 0
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SAMPLES: 5
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ROTATE_X: 30
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ROTATE_Y: 10
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ROTATE_Z: 10
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VIEW: top
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DIFFUSE_RADIUS: 6.0
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DIFFUSE_HEIGHT: 10.0
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DIFFUSE_LIGHT: 0.4
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ACCENT_LIGHT: 0.1
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SPOT_LIGHT: 2.0
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@@ -52,6 +52,8 @@ FABRICATION NOTES (UNLESS OTHERWISE SPECIFIED)
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#?stackup and impedance_controlled
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13) REFER TO IMPEDANCE TABLE FOR IMPEDANCE CONTROL REQUIREMENTS.
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THE SUPPLIED ARTWORK MAY OR MAY NOT CONTAIN THE SPECIFIED
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TRACE GEOMETRIES ON EVERY LAYERS SPECIFIED.
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#?stackup and impedance_controlled
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#?stackup and impedance_controlled
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