The center of the sphere is moved in z-direction and camera positions are sampled from the upper hemisphere to ensure that their view is not “below” the object, which is specifically important for tables.Įach camera rotation is computed to look directly at a sampled point of interest POI of the object, and the camera faces upwards in Z direction. add_camera_pose ( cam2world_matrixįor sampling camera poses we used the _sphere which uses only the upper half of the sphere cut along the x-axis (defined by part_sphere_vector). build_transformation_mat ( location, rotation_matrix ) bproc. rotation_from_forward_vec ( poi - location ) # Add homog cam pose based on location an rotation cam2world_matrix = bproc. part_sphere (, radius = 2.5, part_sphere_dir_vector =, mode = "SURFACE" ) # Compute rotation based on vector going from location towards poi rotation_matrix = bproc. MeshObject )) # Sample five camera poses for i in range ( 5 ): # Sample random camera location around the objects location = bproc. # Find point of interest, all cam poses should look towards it poi = bproc. Updated: see our pick of the five key changes in this milestone release of. Positioning objects via the physics simulator BlenderKit no longer included with Blender.
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