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Python mathutils.Color方法代码示例

本文整理汇总了Python中mathutils.Color方法的典型用法代码示例。如果您正苦于以下问题:Python mathutils.Color方法的具体用法?Python mathutils.Color怎么用?Python mathutils.Color使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在mathutils的用法示例。


在下文中一共展示了mathutils.Color方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: draw_buttons

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def draw_buttons(self, context, layout):
        col = layout.column()
        col.label(text="Color Correction")
        flow = col.column_flow(align=True)
        flow.prop(self, "gamma")
        flow.prop(self, "hue_shift")
        flow.prop(self, "saturation")
        flow.prop(self, "contrast")
        flow.prop(self, "contrast_pivot")
        flow.prop(self, "exposure")
        flow.prop(self, "multiply")
        flow.prop(self, "add")
        flow.prop(self, "invert")
        col.label(text="")
        col = layout.column()
        col.label(text="Alpha")
        flow = col.column_flow(align=True)
        flow.prop(self, "is_luminance")
        flow.prop(self, "multiply_alpha")
        flow.prop(self, "add_alpha")
        flow.prop(self, "invert_alpha")
        col.label(text="") 
开发者ID:griffin-copperfield,项目名称:Arnold-For-Blender,代码行数:24,代码来源:nodes.py

示例2: get_image_average_color

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def get_image_average_color(img, sample_count=10):
	if not len(img.pixels): return mathutils.Color([0, 0, 0])
	
	pixel_count = img.size[0] * img.size[1]
	channels = img.channels
	
	max_s = 0.0
	max_s_color, average_color = mathutils.Color([0, 0, 0]), mathutils.Color([0, 0, 0])
	seek_interval = pixel_count / sample_count
	for sample_index in range(sample_count):
		
		index = int(seek_interval * sample_index) * channels
		color = mathutils.Color(img.pixels[index:index+3])
		average_color += color
		if max_s < color.s:
			max_s_color, max_s = color, color.s
	
	average_color /= sample_count
	output_color = (average_color + max_s_color) / 2
	output_color.s *= 1.5
	return max_s_color

# 画像のおおよその平均色を取得 (UV版) 
开发者ID:CM3D2user,项目名称:Blender-CM3D2-Converter,代码行数:25,代码来源:common.py

示例3: light

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def light(self, en, scene, name):
        """
        en: dxf entity
        name: ignored; exists to make separate and merged objects methods universally callable from _call_types()
        Creates, links and returns a new light object depending on the type and color of the dxf entity.
        """
        # light_type : distant = 1; point = 2; spot = 3
        if self.import_light:
            type_map = ["NONE", "SUN", "POINT", "SPOT"]
            layer = self.dwg.layers[en.layer]
            lamp = bpy.data.lamps.new(en.name, type_map[en.light_type])
            if en.color != 256:
                aci = en.color
            else:
                aci = layer.color
            c = dxfgrabber.aci_to_true_color(aci)
            lamp.color = Color(c.rgb())
            if en.light_type == 3:
                lamp.spot_size = en.hotspot_angle
            o = bpy.data.objects.new(en.name, lamp)
            o.location = self.proj(en.position)
            dir = self.proj(en.target) - self.proj(en.position)
            o.rotation_quaternion = dir.rotation_difference(Vector((0, 0, -1)))
            scene.objects.link(o)
            return o 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:27,代码来源:do.py

示例4: DrawCenterText

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def DrawCenterText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Decalage Ombre
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x - blf.dimensions(font_id, text)[0] / 2, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

    blf.draw(font_id, text)
    blf.position(font_id, xt - blf.dimensions(font_id, text)[0] / 2, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Left position) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:23,代码来源:mesh_carver.py

示例5: DrawLeftText

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def DrawLeftText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Decalage Ombre
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Right position) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:22,代码来源:mesh_carver.py

示例6: DrawRightText

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def DrawRightText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Decalage Ombre
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x - blf.dimensions(font_id, text)[0], yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt - blf.dimensions(font_id, text)[0], yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Opengl draws 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:22,代码来源:mesh_carver.py

示例7: set_global_settings

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def set_global_settings(self, context):
        c = Color()
        for i in range(0,5):
            if self.history_count == 0:
                exec("c.r = PaletteHistory[1"+str(i)+"].r")
                exec("c.g = PaletteHistory[1"+str(i)+"].g")
                exec("c.b = PaletteHistory[1"+str(i)+"].b")
            elif self.history_count == 1:
                exec("c.r = PaletteHistory["+str(i+5)+"].r")
                exec("c.g = PaletteHistory["+str(i+5)+"].g")
                exec("c.b = PaletteHistory["+str(i+5)+"].b")
            elif self.history_count == 2:
                exec("c.r = PaletteHistory["+str(i)+"].r")
                exec("c.g = PaletteHistory["+str(i)+"].g")
                exec("c.b = PaletteHistory["+str(i)+"].b")
            c.v = c.v+self.value_slider
            c.s = c.s+self.saturation_slider

            # Hue correction, as it is a single sphere without a bound
            val = c.h+self.hue_slider
            c.h = val if val < 1 else val - 1

            exec("self.color"+str(i+1)+" = c.r, c.g, c.b, 1.0")
            exec("self.color"+str(i+1)+" = c.r, c.g, c.b, 1.0")
            exec("self.color"+str(i+1)+" = c.r, c.g, c.b, 1.0") 
开发者ID:blenderskool,项目名称:kaleidoscope,代码行数:27,代码来源:spectrum.py

示例8: gamma_correct

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def gamma_correct(color):
    """Apply sRGB color space gamma correction to the given color"""
    if isinstance(color, float):
        # seperate color channel
        return color ** (1 / 2.2)

    # mathutils.Color does not support alpha yet, so just use RGB
    # see: https://developer.blender.org/T53540
    color = color[0:3]
    # note that here use a widely mentioned sRGB approximation gamma = 2.2
    # it is good enough, the exact gamma of sRGB can be find at
    # https://en.wikipedia.org/wiki/SRGB
    if len(color) > 3:
        color = color[:3]
    return mathutils.Color(tuple([x ** (1 / 2.2) for x in color]))


# ------------------ Implicit Conversions of Blender Types -------------------- 
开发者ID:godotengine,项目名称:godot-blender-exporter,代码行数:20,代码来源:structures.py

示例9: __init__

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def __init__(self, scene):
        self.autoClear = True
        world = scene.world
        if world:
            self.ambient_color = world.ambient_color
            self.clear_color   = world.horizon_color
        else:
            self.ambient_color = mathutils.Color((0.2, 0.2, 0.3))
            self.clear_color   = mathutils.Color((0.0, 0.0, 0.0))

        self.gravity = scene.gravity

        if world and world.mist_settings.use_mist:
            self.fogMode = FOGMODE_LINEAR
            self.fogColor = world.horizon_color
            self.fogStart = world.mist_settings.start
            self.fogEnd = world.mist_settings.depth
            self.fogDensity = 0.1

        Main.log('Python World class constructor completed')
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
开发者ID:BabylonJS,项目名称:BlenderExporter,代码行数:23,代码来源:io_export_babylon.py

示例10: __init__

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def __init__(self, bpyNode, socketName):
        super().__init__(bpyNode, socketName)

        input = self.findInput('Color')
        defaultColor = self.findTexture(input, SPECULAR_TEX)
        if defaultColor is not None:
            self.specularColor = Color((defaultColor[0], defaultColor[1], defaultColor[2]))
            
        self.mustBakeSpecular = input.mustBake if isinstance(input, AbstractBJSNode) else False
        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        input = self.findInput('Roughness')
        defaultRoughness = self.findTexture(input, ROUGHNESS_TEX)
        if defaultRoughness is not None:
            self.roughness = defaultRoughness

        self.mustBakeRoughness = input.mustBake if isinstance(input, AbstractBJSNode) else False 
开发者ID:BabylonJS,项目名称:BlenderExporter,代码行数:18,代码来源:glossy.py

示例11: set_samples

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def set_samples(self):
        samples = self.settings.samples
        if self.settings.individual_samples and not self.settings.use_autodetect:
            bakelist = bpy.context.scene.principled_baker_bakelist
            if self.job_name in bakelist.keys():
                samples = bakelist[self.job_name].samples
            else:
                if self.job_name == "Diffuse":
                    samples = self.settings.samples_diffuse
                elif self.job_name == "Bump":
                    samples = self.settings.samples_bump
                elif self.job_name == "Vertex Color":
                    samples = self.settings.samples_vertex_color
                elif self.job_name == "Material ID":
                    samples = self.settings.samples_material_id
                elif self.job_name == "Wireframe":
                    samples = self.settings.samples_wireframe
        bpy.context.scene.cycles.samples = samples 
开发者ID:danielenger,项目名称:Principled-Baker,代码行数:20,代码来源:pbaker_bake.py

示例12: guess_colors

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def guess_colors(self, obj):
        for mat_slot in obj.material_slots:
            if mat_slot.material:
                mat = mat_slot.material
                if MATERIAL_TAG not in mat.keys():
                    mat_out = get_active_output(mat_slot.material)
                    if self.job_name == 'Emission':
                        node_types = 'EMISSION'
                    elif self.job_name == 'Alpha':
                        node_types = 'BSDF_TRANSPARENT'
                    else:
                        node_types = ALPHA_NODES[self.job_name]
                    color_list = get_value_list_from_node_types(
                        mat_out, 'Color', node_types)
                    if len(color_list) >= 1:
                        self.new_node_colors[self.job_name] = color_list[0] 
开发者ID:danielenger,项目名称:Principled-Baker,代码行数:18,代码来源:pbaker_bake.py

示例13: set_awhite_flavor

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def set_awhite_flavor(node_tree, switch_on):
        """Set alpha white flavor to this shader.

        :param node_tree: node tree of current shader
        :type node_tree: bpy.types.NodeTree
        :param switch_on: flag indication if alpha white flavor should be switched on or off
        :type switch_on: bool
        """

        if switch_on:
            out_shader_node = node_tree.nodes[UnlitVcolTex.OUT_SHADER_NODE]
            from_mix_factor = node_tree.nodes[UnlitVcolTex.OPACITY_NODE].outputs[0]
            from_color_socket = node_tree.nodes[UnlitVcolTex.TEX_MULT_NODE].outputs[0]

            # remove link to transparency as awhite sets alpha to 1
            if out_shader_node.inputs['Transparency'].links:
                node_tree.links.remove(out_shader_node.inputs['Transparency'].links[0])

            location = (out_shader_node.location.x - 185, out_shader_node.location.y)
            awhite.init(node_tree, location, from_mix_factor, from_color_socket, out_shader_node.inputs['Emissive Color'])
        else:
            awhite.delete(node_tree) 
开发者ID:SCSSoftware,项目名称:BlenderTools,代码行数:24,代码来源:__init__.py

示例14: set_paint_flavor

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def set_paint_flavor(node_tree, switch_on):
        """Set paint flavor to this shader.

        :param node_tree: node tree of current shader
        :type node_tree: bpy.types.NodeTree
        :param switch_on: flag indication if flavor should be switched on or off
        :type switch_on: bool
        """

        diff_col_n = node_tree.nodes[UnlitVcolTex.DIFF_COL_NODE]
        diff_mult_n = node_tree.nodes[UnlitVcolTex.DIFF_MULT_NODE]

        if switch_on:

            for node in node_tree.nodes:
                if node.location.x > diff_col_n.location.x:
                    node.location.x += 185

            location = (diff_mult_n.location.x - 185 * 2, diff_mult_n.location.y + 50)
            paint.init(node_tree, location, diff_col_n.outputs["Color"], diff_mult_n.inputs[0])

        else:
            paint.delete(node_tree) 
开发者ID:SCSSoftware,项目名称:BlenderTools,代码行数:25,代码来源:__init__.py

示例15: set_paint_flavor

# 需要导入模块: import mathutils [as 别名]
# 或者: from mathutils import Color [as 别名]
def set_paint_flavor(node_tree, switch_on):
        """Set paint flavor to this shader.

        :param node_tree: node tree of current shader
        :type node_tree: bpy.types.NodeTree
        :param switch_on: flag indication if flavor should be switched on or off
        :type switch_on: bool
        """

        diff_col_n = node_tree.nodes[UnlitTex.DIFF_COL_NODE]
        diff_mult_n = node_tree.nodes[UnlitTex.TEX_MULT_NODE]

        if switch_on:

            for node in node_tree.nodes:
                if node.location.x > diff_col_n.location.x:
                    node.location.x += 185

            location = (diff_mult_n.location.x - 185, diff_mult_n.location.y + 50)
            paint.init(node_tree, location, diff_col_n.outputs["Color"], diff_mult_n.inputs[0])

        else:
            paint.delete(node_tree) 
开发者ID:SCSSoftware,项目名称:BlenderTools,代码行数:25,代码来源:__init__.py


注:本文中的mathutils.Color方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。