def render(): # update scene bpy.context.scene.update() # Enable ambient occlusion utils.setAmbientOcclusion(samples=30) # Render scene utils.renderToFolder('rendering', 'funky_cover', 8.5 * 300, 11 * 300)
for fcurve in targetObj.animation_data.action.fcurves: for keyframe in fcurve.keyframe_points: keyframe.interpolation = 'LINEAR' X, y, labels = load_iris() createScatter(X, y) createLabels(X, y, labels, cameraObj) # Create a grid bpy.ops.mesh.primitive_grid_add(radius=3, location=(0, 0, 0), x_subdivisions=15, y_subdivisions=15) grid = bpy.context.active_object # Create grid material gridMat = bpy.data.materials.new('GridMaterial') gridMat.type = 'WIRE' gridMat.use_transparency = True gridMat.alpha = 0.3 grid.data.materials.append(gridMat) utils.renderToFolder('frames', 'fisher_iris_visualization', 500, 500, animation=True)
# Creata phyllotaxis flower blossom = PhyllotaxisFlower(bpy.context.scene) # Create camera and lamp utils.simpleScene((0, 0, -1.5), (-21.5, -21.5, 12.5), (-5, 5, 10)) # Enable ambient occlusion utils.setAmbientOcclusion(samples=10) # Select colors palette = [(3, 101, 100), (205, 179, 128)] # Convert color and apply gamma correction palette = [ tuple(pow(float(c) / 255, 2.2) for c in color) for color in palette ] # Set background color of scene bpy.context.scene.world.horizon_color = palette[0] # Set material for object mat = utils.falloffMaterial(palette[1]) blossom.obj.data.materials.append(mat) # Render scene utils.renderToFolder('frames', 'phyllotaxis_flower', 500, 500, animation=True, frame_end=50)
tuple(pow(float(c) / 255.0, 2.2) for c in color) for color in palette ] # Set background color bpy.context.scene.world.horizon_color = palette[0] # Create material for the object mat = bpy.data.materials.new('BumpMapMaterial') mat.diffuse_color = palette[1] mat.specular_intensity = 0 mat.emit = 0.1 # Add texture slot for material slot = mat.texture_slots.add() slot.texture = bumptex # Texture mapping: https://docs.blender.org/manual/ko/dev/render/blender_render/textures/properties/mapping.html slot.texture_coords = 'GLOBAL' slot.use_map_color_diffuse = False slot.use_map_normal = True # Append material to object obj.data.materials.append(mat) # Render scene utils.renderToFolder('frames_01', 'rugged_donut', 800, 800, animation=True, frame_end=num_frames)
metaball.resolution = 0.2 metaball.render_resolution = 0.05 for i in range(n): location = Vector(origin) + Vector( random.uniform(-r0, r0) for i in range(3)) element = metaball.elements.new() element.co = location element.radius = r1 return metaball if __name__ == '__main__': # Remove all elements utils.removeAll() # Create camera target = utils.target() camera = utils.camera((-10, -10, 10), target) # Create lamps utils.rainbowLights(10, 300, 3) # Create metaball metaball = createMetaball() # Render scene utils.renderToFolder('rendering', 'metaballs', 500, 500)
obj.location = origin # Link object to scene bpy.context.scene.objects.link(obj) # Create mesh from given verts and faces mesh.from_pydata(verts, [], faces) #Update mesh with new data mesh.update(calc_edges=True) return obj if __name__ == '__main__': # Remove all elements utils.removeAll() # Create camera target = utils.target() camera = utils.camera((-10, -10, 10), target) # Set cursor to (0, 0, 0) bpy.context.scene.cursor_location = (0, 0, 0) # Create lamps utils.rainbowLights(10, 300, 3) # Create object torus = createSurface(torusSurface(4, 2), 20, 20) utils.setSmooth(torus, 2) # Render scene utils.renderToFolder('rendering', 'parametric_torus', 500, 500)
bpy.context.scene.objects.link(obj) bpy.context.scene.update() # Create and assign materials to object for color in colors: mat = bpy.data.materials.new('Material') mat.diffuse_color = convert_hsv(color) mat.diffuse_intensity = 0.9 obj.data.materials.append(mat) if __name__ == '__main__': print(__file__) # Remove all elements utils.removeAll() # Create object voronoi_landscape() # Create camera and lamp target = utils.target((0, 0, 3)) utils.camera((-8, -12, 11), target, type='ORTHO', ortho_scale=5) utils.lamp((10, -10, 10), target=target, type='SUN') # Enable ambient occlusion utils.setAmbientOcclusion(samples=10) # Render scene utils.renderToFolder('rendering', 'vornoi_landscape', 500, 500)
# Set ambient occlusion utils.setAmbientOcclusion() # Create camera and lamp utils.simpleScene((0, 0, 0), (6, 0, 0), (-5, 5, 10)) # Color palette # http://www.colourlovers.com/palette/1189317/Rock_Mint_Splash palette = [(89, 91, 90), (20, 195, 162), (13, 229, 168), (124, 244, 154), (184, 253, 153)] palette = [utils.colorRGB_256(color) for color in palette] # Set background color of scene bpy.context.scene.world.horizon_color = palette[0] # Create Voronoi Sphere n, r = 2000, 2 points = (np.random.random((n, 3)) - 0.5) * 2 * r bm = bmesh.new() VoronoiSphere(bm, points, r, numMaterials=len(palette) - 1) obj = utils.bmeshToObject(bm) # Apply materials to object for color in palette[1:]: mat = utils.simpleMaterial(color) obj.data.materials.append(mat) # Render scene utils.renderToFolder('rendering', 'voronoi_sphere', 500, 500)
# Create obj and mesh from bmesh object me = bpy.data.meshes.new("TetrahedronMesh") bm.to_mesh(me) bm.free() obj = bpy.data.objects.new("Tetrahedron", me) bpy.context.scene.objects.link(obj) bpy.context.scene.update() # Create camera and lamp target = utils.target((0, 0, 1)) utils.camera((-8, 10, 5), target, type='ORTHO', ortho_scale=10) utils.lamp((10, -10, 10), target=target, type='SUN') # Enable ambient occlusion utils.setAmbientOcclusion(samples=10) # Select colors palette = [(181,221,201), (218,122,61)] palette = [utils.colorRGB_256(color) for color in palette] # Adjust color to Blender # Set background color of scene bpy.context.scene.world.horizon_color = palette[0] # Set material for object mat = utils.simpleMaterial(palette[1]) obj.data.materials.append(mat) # Render scene utils.renderToFolder('rendering', 'tetrahedron_fractal', 500, 500)