[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3073] trunk/py/scripts/addons/ render_povray/render.py: minor pep8 edits
Campbell Barton
ideasman42 at gmail.com
Thu Mar 8 20:11:53 CET 2012
Revision: 3073
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3073
Author: campbellbarton
Date: 2012-03-08 19:11:52 +0000 (Thu, 08 Mar 2012)
Log Message:
-----------
minor pep8 edits
Modified Paths:
--------------
trunk/py/scripts/addons/render_povray/render.py
Modified: trunk/py/scripts/addons/render_povray/render.py
===================================================================
--- trunk/py/scripts/addons/render_povray/render.py 2012-03-08 19:11:01 UTC (rev 3072)
+++ trunk/py/scripts/addons/render_povray/render.py 2012-03-08 19:11:52 UTC (rev 3073)
@@ -467,7 +467,7 @@
tabWrite("subsurface { translucency <%.3g, %.3g, %.3g> }\n" % (
(subsurface_scattering.radius[0]),
(subsurface_scattering.radius[1]),
- (subsurface_scattering.radius[2])
+ (subsurface_scattering.radius[2]),
)
)
@@ -999,7 +999,7 @@
if material:
# Multiply diffuse with SSS Color
if material.subsurface_scattering.use:
- diffuse_color = [i*j for i,j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
+ diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
material_index
vertCols[key] = [-1]
@@ -1016,7 +1016,7 @@
if material:
# Multiply diffuse with SSS Color
if material.subsurface_scattering.use:
- diffuse_color = [i*j for i,j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
+ diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat
vertCols[key] = [-1]
else:
@@ -1436,7 +1436,7 @@
else:
# Colour per material - flat material colour
if material.subsurface_scattering.use:
- diffuse_color = [i*j for i,j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
+ diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
else:
diffuse_color = material.diffuse_color[:]
ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
@@ -1719,8 +1719,8 @@
tabWrite("mm_per_unit %.6f\n" % \
(material.subsurface_scattering.scale * (-100.0) + 15.0))
# In POV-Ray, the scale factor for all subsurface shaders needs to be the same
- sslt_samples= (11-material.subsurface_scattering.error_threshold)*100
- tabWrite("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples/10))
+ sslt_samples = (11 - material.subsurface_scattering.error_threshold) * 100
+ tabWrite("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
onceSss = 0
if world and onceAmbient:
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