Esempio n. 1
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def build_scene(scene: bpy.types.Scene, input_bvh_path: str) -> bpy.types.Object:
    loader.build_pbr_textured_nodes_from_name("Concrete07", scale=(0.25, 0.25, 0.25))

    mat = utils.add_material("BlueMetal", use_nodes=True, make_node_tree_empty=True)
    output_node = mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
    principled_node = mat.node_tree.nodes.new(type='ShaderNodeBsdfPrincipled')
    principled_node.inputs['Base Color'].default_value = (0.1, 0.2, 0.7, 1.0)
    principled_node.inputs['Metallic'].default_value = 0.9
    principled_node.inputs['Roughness'].default_value = 0.1
    mat.node_tree.links.new(principled_node.outputs['BSDF'], output_node.inputs['Surface'])
    utils.arrange_nodes(mat.node_tree)

    armature = create_armature_from_bvh(bvh_path=input_bvh_path)
    armature_mesh = utils.create_armature_mesh(scene, armature, 'Mesh')
    armature_mesh.data.materials.append(mat)

    current_object = utils.create_plane(size=16.0, name="Floor")
    current_object.data.materials.append(bpy.data.materials["Concrete07"])

    current_object = utils.create_plane(size=16.0, name="Wall")
    current_object.data.materials.append(bpy.data.materials["Concrete07"])
    current_object.location = (0.0, 6.0, 0.0)
    current_object.rotation_euler = (0.5 * math.pi, 0.0, 0.0)

    bpy.ops.object.empty_add(location=(0.0, 0.0, 0.8))
    focus_target = bpy.context.object
    utils.add_copy_location_constraint(copy_to_object=focus_target,
                                       copy_from_object=armature,
                                       use_x=True,
                                       use_y=True,
                                       use_z=False,
                                       bone_name='Hips')

    return focus_target
def set_scene_objects():
    loader.build_pbr_textured_nodes_from_name("Leather05")
    loader.build_pbr_textured_nodes_from_name("Metal07")
    loader.build_pbr_textured_nodes_from_name("Fabric02")
    loader.build_pbr_textured_nodes_from_name("Marble01")

    left_object, center_object, right_object = utils.create_three_smooth_monkeys(
    )

    left_object.data.materials.append(bpy.data.materials["Leather05"])
    center_object.data.materials.append(bpy.data.materials["Metal07"])
    right_object.data.materials.append(bpy.data.materials["Fabric02"])

    current_object = utils.create_plane(size=12.0, name="Floor")
    current_object.data.materials.append(bpy.data.materials["Marble01"])

    current_object = utils.create_plane(size=12.0,
                                        location=(0.0, 4.0, 0.0),
                                        rotation=(math.pi * 90.0 / 180.0, 0.0,
                                                  0.0),
                                        name="Wall")
    current_object.data.materials.append(bpy.data.materials["Marble01"])

    bpy.ops.object.empty_add(location=(0.0, -0.70, 1.0))
    focus_target = bpy.context.object
    return focus_target
Esempio n. 3
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def set_scene_objects():
    num_suzannes = 7
    for index in range(num_suzannes):
        utils.create_smooth_monkey(location=((index - (num_suzannes - 1) / 2) * 2.8, 0.0, 1.0),
                                   name="Suzanne" + str(index))

    utils.create_plane(size=20.0)

    return bpy.data.objects["Suzanne" + str(int((num_suzannes - 1) / 2))]
def set_scene_objects() -> bpy.types.Object:
    # Instantiate a floor plane
    utils.create_plane(size=200.0, location=(0.0, 0.0, -1.0))

    # Instantiate a triangle mesh
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=3)
    current_object = bpy.context.object

    # Assign random colors for each triangle
    mesh = current_object.data
    mesh.vertex_colors.new(name='Col')
    random_numbers = get_random_numbers(len(mesh.vertex_colors['Col'].data))
    for index, vertex_color in enumerate(mesh.vertex_colors['Col'].data):
        vertex_color.color = get_color(random_numbers[index // 3]) + tuple(
            [1.0])

    # Setup a material with wireframe visualization and per-face colors
    mat = bpy.data.materials.new("Material_Visualization")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    current_object.data.materials.append(mat)

    output_node = mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
    principled_node = mat.node_tree.nodes.new(type='ShaderNodeBsdfPrincipled')
    rgb_node = mat.node_tree.nodes.new(type='ShaderNodeRGB')
    mix_node = mat.node_tree.nodes.new(type='ShaderNodeMixShader')
    wire_node = mat.node_tree.nodes.new(type='ShaderNodeWireframe')
    wire_mat_node = mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
    attrib_node = mat.node_tree.nodes.new(type='ShaderNodeAttribute')

    attrib_node.attribute_name = 'Col'
    rgb_node.outputs['Color'].default_value = (0.1, 0.1, 0.1, 1.0)

    mat.node_tree.links.new(attrib_node.outputs['Color'],
                            principled_node.inputs['Base Color'])
    mat.node_tree.links.new(principled_node.outputs['BSDF'],
                            mix_node.inputs[1])
    mat.node_tree.links.new(rgb_node.outputs['Color'],
                            wire_mat_node.inputs['Color'])
    mat.node_tree.links.new(wire_mat_node.outputs['BSDF'], mix_node.inputs[2])
    mat.node_tree.links.new(wire_node.outputs['Fac'], mix_node.inputs['Fac'])
    mat.node_tree.links.new(mix_node.outputs['Shader'],
                            output_node.inputs['Surface'])

    utils.arrange_nodes(mat.node_tree)

    bpy.ops.object.empty_add(location=(0.0, -0.8, 0.0))
    focus_target = bpy.context.object

    return focus_target
Esempio n. 5
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def set_scene_objects():
    mat = bpy.data.materials.new("Material")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    utils.build_pbr_nodes(mat.node_tree, base_color=(0.6, 0.6, 0.6, 1.0))

    left_object, center_object, right_object = utils.create_three_smooth_monkeys(
    )
    left_object.data.materials.append(mat)
    center_object.data.materials.append(mat)
    right_object.data.materials.append(mat)

    plane_size = 100.0
    current_object = utils.create_plane(size=plane_size, name="Floor")
    floor_mat = bpy.data.materials.new("Material_Plane")
    floor_mat.use_nodes = True
    utils.clean_nodes(floor_mat.node_tree.nodes)
    utils.build_checker_board_nodes(floor_mat.node_tree, plane_size)
    current_object.data.materials.append(floor_mat)

    sun_object = utils.create_sun_light()
    sun_object.data.use_nodes = True
    sun_object.data.node_tree.nodes["Emission"].inputs[
        "Strength"].default_value = 3.0

    bpy.ops.object.empty_add(location=(0.0, -0.70, 1.0))
    focus_target = bpy.context.object
    return focus_target
Esempio n. 6
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def set_scene_objects():
    add_named_material("Metal07")
    add_named_material("Marble01", displacement_scale=0.02)

    current_object = utils.create_smooth_monkey(location=(0.0, 0.0, 1.0),
                                                rotation=(0.0, 0.0, -math.pi *
                                                          60.0 / 180.0))
    current_object.data.materials.append(bpy.data.materials["Metal07"])

    # Keyframes
    current_object.location = (0.0, 0.0, 0.2)
    current_object.scale = (0.0, 0.0, 0.0)
    current_object.rotation_euler = (0.0, 0.0,
                                     -math.pi * (360.0 * 3.0 + 60.0) / 180.0)
    current_object.keyframe_insert(data_path='location', frame=4)
    current_object.keyframe_insert(data_path='scale', frame=4)
    current_object.keyframe_insert(data_path='rotation_euler', frame=4)
    current_object.location = (0.0, 0.0, 1.0)
    current_object.scale = (1.0, 1.0, 1.0)
    current_object.rotation_euler = (0.0, 0.0, -math.pi * 60.0 / 180.0)
    current_object.keyframe_insert(data_path='location', frame=42)
    current_object.keyframe_insert(data_path='scale', frame=42)
    current_object.keyframe_insert(data_path='rotation_euler', frame=42)

    current_object = utils.create_plane(size=12.0, name="Floor")
    current_object.data.materials.append(bpy.data.materials["Marble01"])

    bpy.ops.object.empty_add(location=(0.0, -0.70, 1.0))
    focus_target = bpy.context.object
    return focus_target
def set_scene_objects():
    loader.build_pbr_textured_nodes_from_name("Marble01")

    current_object = create_skinned_object()
    current_object.rotation_euler = (0.0, 0.0, math.pi * 60.0 / 180.0)

    current_object = utils.create_plane(size=12.0, name="Floor")
    current_object.data.materials.append(bpy.data.materials["Marble01"])

    bpy.ops.object.empty_add(location=(0.0, 0.0, 1.0))
    focus_target = bpy.context.object
    return focus_target
Esempio n. 8
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def set_scene_objects():
    add_named_material("Marble01", displacement_scale=0.02)

    current_object = create_skinned_object()
    current_object.rotation_euler = (0.0, 0.0, math.pi * 60.0 / 180.0)

    current_object = utils.create_plane(size=12.0, name="Floor")
    current_object.data.materials.append(bpy.data.materials["Marble01"])

    bpy.ops.object.empty_add(location=(0.0, 0.0, 1.0))
    focus_target = bpy.context.object
    return focus_target
Esempio n. 9
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def set_scene_objects() -> bpy.types.Object:
    left_object, center_object, right_object = utils.create_three_smooth_monkeys(
    )

    mat = bpy.data.materials.new("Material_Left")
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links
    utils.clean_nodes(nodes)
    output_node = nodes.new(type='ShaderNodeOutputMaterial')
    principled_node = nodes.new(type='ShaderNodeBsdfPrincipled')
    set_principled_node_as_glass(principled_node)
    links.new(principled_node.outputs['BSDF'], output_node.inputs['Surface'])
    left_object.data.materials.append(mat)

    mat = bpy.data.materials.new("Material_Center")
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links
    utils.clean_nodes(nodes)
    output_node = nodes.new(type='ShaderNodeOutputMaterial')
    principled_node = nodes.new(type='ShaderNodeBsdfPrincipled')
    set_principled_node_as_gold(principled_node)
    links.new(principled_node.outputs['BSDF'], output_node.inputs['Surface'])
    center_object.data.materials.append(mat)

    mat = bpy.data.materials.new("Material_Right")
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links
    utils.clean_nodes(nodes)
    output_node = nodes.new(type='ShaderNodeOutputMaterial')
    principled_node = nodes.new(type='ShaderNodeBsdfPrincipled')
    set_principled_node_as_rough_blue(principled_node)
    links.new(principled_node.outputs['BSDF'], output_node.inputs['Surface'])
    right_object.data.materials.append(mat)

    current_object = utils.create_plane(size=20.0, name="Floor")
    mat = bpy.data.materials.new("Material_Plane")
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links
    utils.clean_nodes(nodes)
    output_node = nodes.new(type='ShaderNodeOutputMaterial')
    principled_node = nodes.new(type='ShaderNodeBsdfPrincipled')
    set_principled_node_as_ceramic(principled_node)
    links.new(principled_node.outputs['BSDF'], output_node.inputs['Surface'])
    current_object.data.materials.append(mat)

    bpy.ops.object.empty_add(location=(0.0, -0.75, 1.0))
    focus_target = bpy.context.object
    return focus_target
Esempio n. 10
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    def __init__(self, size) -> None:
        self.size = size
        # self.base_color=(0.8, 0.8, 0.8, 1.0)
        self.base_color = (1.0, 1.0, 1.0, 1.0)
        self.subsurface = 0.1
        self.subsurface_color = (0.9, 0.9, 0.9, 1.0)
        self.subsurface_radius = (1.0, 1.0, 1.0)
        self.metallic = 0.2
        self.specular = 0.5
        self.roughness = 0.0

        self.plane = utils.create_plane(size=self.size, name="Floor")
        set_materials([self.plane], self.set_principled_node_floor,
                      "Material_Floor")
def set_floor_and_lights() -> None:
    size = 200.0
    current_object = utils.create_plane(size=size, name="Floor")
    floor_mat = utils.add_material("Material_Plane",
                                   use_nodes=True,
                                   make_node_tree_empty=True)
    utils.build_checker_board_nodes(floor_mat.node_tree, size)
    current_object.data.materials.append(floor_mat)

    utils.create_area_light(location=(6.0, 0.0, 4.0),
                            rotation=(0.0, math.pi * 60.0 / 180.0, 0.0),
                            size=5.0,
                            color=(1.00, 0.70, 0.60, 1.00),
                            strength=1500.0,
                            name="Main Light")
    utils.create_area_light(location=(-6.0, 0.0, 2.0),
                            rotation=(0.0, -math.pi * 80.0 / 180.0, 0.0),
                            size=5.0,
                            color=(0.30, 0.42, 1.00, 1.00),
                            strength=1000.0,
                            name="Sub Light")