diff --git a/render_povray/render.py b/render_povray/render.py index 4546aa4fd50dfbf434160dac2f90ab7d37a9244d..8f6586e20577f463f24e048334cb070900a14bf9 100644 --- a/render_povray/render.py +++ b/render_povray/render.py @@ -467,7 +467,7 @@ def write_pov(filename, scene=None, info_callback=None): 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 @@ def write_pov(filename, scene=None, info_callback=None): 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 @@ def write_pov(filename, scene=None, info_callback=None): 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 @@ def write_pov(filename, scene=None, info_callback=None): 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 @@ def write_pov(filename, scene=None, info_callback=None): 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: