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

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

View File

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

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@@ -52,6 +52,8 @@ FABRICATION NOTES (UNLESS OTHERWISE SPECIFIED)
#?stackup and impedance_controlled #?stackup and impedance_controlled
13) REFER TO IMPEDANCE TABLE FOR IMPEDANCE CONTROL REQUIREMENTS. 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
#?stackup and impedance_controlled #?stackup and impedance_controlled