This commit is contained in:
@@ -366,8 +366,8 @@ 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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# BACK_LIGHT: 0
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# POINT_LIGHT: 0.001
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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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@@ -383,8 +383,8 @@ 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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# BACK_LIGHT: 0
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# POINT_LIGHT: 0.001
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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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@@ -400,8 +400,8 @@ 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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BACK_LIGHT: 1
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POINT_LIGHT: 0
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DIFFUSE_LIGHT: 0.4
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SPOT_LIGHT: 0
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- file: kibot_out_blender.yaml
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definitions:
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@@ -417,8 +417,8 @@ 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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BACK_LIGHT: 1
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POINT_LIGHT: 0
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DIFFUSE_LIGHT: 0.4
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SPOT_LIGHT: 0
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# STEP File ----------------------------------------------------------------
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- file: kibot_out_3d_model.yaml
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@@ -716,7 +716,7 @@ definitions:
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3D_VIEWER_ROT_Y: -1
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3D_VIEWER_ROT_Z: 1
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3D_VIEWER_ZOOM: -1
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KEY_COLOR: '#00FF00' # Background color to remove. Use a color different from your PCB
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KEY_COLOR: '#FF00FF' # Background color to remove. Use a color different from your PCB
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BLENDER_SAMPLES: 20 # Overridden to 2 samples for WORKING state by CI Script
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BLENDER_ROT_X: 30
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@@ -1,6 +1,14 @@
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# KiBot output for generating PCB 3D model PCB3D Blender format
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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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kibot:
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version: 1
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@@ -41,26 +49,54 @@ outputs:
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output: '%f-%I%v.%x'
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light:
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- name: sun
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energy: 0
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pos_x: 0
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pos_y: 0
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pos_z: size*20
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type: SUN
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- name: kibot_light
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energy: @POINT_LIGHT@
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- name: kibot_light_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_back_light
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energy: @BACK_LIGHT@
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pos_x: 0
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pos_y: size*8
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pos_z: size*12
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type: POINT
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- name: kibot_area_light_1
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energy: @DIFFUSE_LIGHT@
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pos_x: size
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pos_y: 0
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pos_z: size*10
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type: AREA
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- name: kibot_area_light_2
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energy: @DIFFUSE_LIGHT@
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pos_x: -size
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pos_y: 0
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pos_z: size*10
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type: AREA
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- name: kibot_area_light_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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type: AREA
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- name: kibot_area_light_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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type: AREA
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- name: kibot_area_light_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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type: AREA
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- name: kibot_area_light_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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type: AREA
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...
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definitions:
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@@ -72,8 +108,8 @@ definitions:
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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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BACK_LIGHT: 0
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POINT_LIGHT: 0.001
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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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@@ -21,7 +21,6 @@ outputs:
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height: @HEIGHT@
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width: @WIDTH@
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view: '@VIEW@'
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ray_tracing: @RAYTRACING@
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force_stackup_colors: true
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orthographic: true
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transparent_background: true
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@@ -35,7 +34,6 @@ definitions:
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DIR: renders
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SUFFIX: ""
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VIEW: top
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RAYTRACING: true
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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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