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April 8, 2019 18:55
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import bpy | |
import random | |
import math | |
# random seed | |
seed = random.randint(0, 99999); | |
def main(): | |
# set seed | |
random.seed(seed) | |
# clear all | |
bpy.ops.object.select_all(action = "SELECT") | |
bpy.ops.object.delete(use_global = True); | |
camera = bpy.ops.object.camera_add(location=(0.0, 0.0, 6.2), rotation=(0, 0, 0)) | |
rotX = 0 # random.uniform(-math.pi*0.1, +math.pi*0.1) | |
rotY = random.uniform(-math.pi*0.3, -math.pi*0.2) | |
bpy.ops.object.light_add(type='SUN', view_align=False, location=(0, 0, 0) ,rotation=(rotX, rotY, 0)) | |
sun = bpy.context.active_object | |
sun.data.node_tree.nodes['Emission'].inputs['Strength'].default_value = 9 | |
bpy.ops.object.light_add(type='SUN', view_align=False, location=(0, 0, 0)) | |
sun2 = bpy.context.active_object | |
sun2.data.node_tree.nodes['Emission'].inputs['Strength'].default_value = 0.8 | |
# sun.nodes.inputs[1].default_value = 5.0 # strength | |
bpy.ops.mesh.primitive_plane_add(location=(0,0,0)) | |
bpy.ops.transform.resize(value=(8,8,8)) | |
mat4 = bpy.data.materials.get("Mat4") | |
ob = bpy.context.active_object | |
if ob.data.materials: | |
ob.data.materials[0] = mat4 | |
else: | |
ob.data.materials.append(mat4) | |
size = 2 | |
cubes = [] | |
depth = size*0.7 | |
cubes.append(Cube(0, 0, depth, size, size, depth)) | |
division = 90 | |
for i in range(0, division): | |
ind = random.randint(0, int(len(cubes)*random.uniform(0.0, 0.7))) | |
c = cubes[ind] # random.choice(cubes); | |
w1 = random.uniform(c.w*0.2, c.w*0.8) | |
w2 = c.w-w1 | |
h1 = random.uniform(c.h*0.2, c.h*0.8) | |
h2 = c.h-h1 | |
d1 = random.uniform(c.d*0.2, c.d*0.8) | |
d2 = c.d-d1 | |
cubes.append(Cube(c.x-c.w+w1, c.y-c.h+h1, c.z-c.d+d1, w1, h1, d1)) | |
cubes.append(Cube(c.x+c.w-w2, c.y-c.h+h1, c.z-c.d+d1, w2, h1, d1)) | |
cubes.append(Cube(c.x+c.w-w2, c.y+c.h-h2, c.z-c.d+d1, w2, h2, d1)) | |
cubes.append(Cube(c.x-c.w+w1, c.y+c.h-h2, c.z-c.d+d1, w1, h2, d1)) | |
cubes.remove(c) | |
mat1 = bpy.data.materials.get("Mat1") | |
mat2 = bpy.data.materials.get("Mat2") #bpy.ops.material.new() | |
mat3 = bpy.data.materials.get("Mat3") #bpy.ops.material.new() | |
for i in range(0, len(cubes)): | |
if random.uniform(0, 1) < 0.15: | |
continue | |
cube = cubes[i] | |
x = cube.x | |
y = cube.y | |
z = cube.z | |
w = cube.w-0.001 | |
h = cube.h-0.001 | |
d = cube.d-0.001 | |
amp = 1 | |
if random.uniform(0, 1) < 0.3: | |
amp = random.uniform(0, 0.5) | |
w *= amp | |
h *= amp | |
min = w | |
if h < min : | |
min = h | |
if d < min : | |
min = d | |
min *= 0.2 | |
# mat1.inputs[0].default_value = (0,1,0,1) | |
cube1 = bpy.ops.mesh.primitive_cube_add(location=(x, y, z)) | |
bpy.ops.transform.resize(value=(w, h, d)) | |
mat = mat1 | |
if random.uniform(0, 1) < 0.5 : | |
mat = mat2 | |
if random.uniform(0, 1) < 0.7 : | |
mat = mat3 | |
ob = bpy.context.active_object | |
if ob.data.materials: | |
ob.data.materials[0] = mat | |
else: | |
ob.data.materials.append(mat) | |
cube2 = bpy.ops.mesh.primitive_cube_add(location=(x, y, z+d+min)) | |
bpy.ops.transform.resize(value=(min, min, min)) | |
mat = mat1 | |
if random.uniform(0, 1) < 0.5 : | |
mat = mat2 | |
if random.uniform(0, 1) < 0.2: | |
mat = mat3 | |
ob = bpy.context.active_object | |
if ob.data.materials: | |
ob.data.materials[0] = mat | |
else: | |
ob.data.materials.append(mat) | |
class Cube: | |
def __init__(self, x, y, z, w, h, d): | |
self.x = x | |
self.y = y | |
self.z = z | |
self.w = w | |
self.h = h | |
self.d = d | |
main() |
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Thank you!
Here are some tiny tweaks to the light creation for blender 2.8
(because view_align is gone and setting strength is different)