def build_scene(scene, input_bvh_path):
    mat = bpy.data.materials.new("BlueMetal")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    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(scene, bvh_path=input_bvh_path)
    armature_mesh = utils.create_armature_mesh(scene, armature, 'Mesh')
    armature_mesh.data.materials.append(mat)

    mat = bpy.data.materials.new("Concrete07")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    utils.build_pbr_textured_nodes(
        mat.node_tree,
        color_texture_path=
        "./assets/textures/[2K]Concrete07/Concrete07_col.jpg",
        roughness_texture_path=
        "./assets/textures/[2K]Concrete07/Concrete07_rgh.jpg",
        normal_texture_path=
        "./assets/textures/[2K]Concrete07/Concrete07_nrm.jpg",
        displacement_texture_path=
        "./assets/textures/[2K]Concrete07/Concrete07_disp.jpg",
        ambient_occlusion_texture_path=
        "./assets/textures/[2K]Concrete07/Concrete07_AO.jpg",
        scale=(0.25, 0.25, 0.25))

    bpy.ops.mesh.primitive_plane_add(radius=8.0, calc_uvs=True)
    current_object = bpy.context.object
    current_object.name = "Floor"
    current_object.data.materials.append(mat)

    bpy.ops.mesh.primitive_plane_add(radius=8.0, calc_uvs=True)
    current_object = bpy.context.object
    current_object.name = "Wall"
    current_object.data.materials.append(mat)
    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
Exemplo n.º 2
0
def set_scene_objects():
    bpy.ops.mesh.primitive_monkey_add(location=(0.0, 0.0, 1.0),
                                      rotation=(0.0, 0.0,
                                                -math.pi * 60.0 / 180.0),
                                      calc_uvs=True)
    current_object = bpy.context.object
    current_object.name = "Suzanne_Center"
    utils.add_subdivision_surface_modifier(current_object, 4)
    mat = bpy.data.materials.new("Material_Center")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    utils.build_pbr_textured_nodes(
        mat.node_tree,
        color_texture_path="./assets/textures/[2K]Metal07/Metal07_col.jpg",
        metallic_texture_path="./assets/textures/[2K]Metal07/Metal07_met.jpg",
        roughness_texture_path="./assets/textures/[2K]Metal07/Metal07_rgh.jpg",
        normal_texture_path="./assets/textures/[2K]Metal07/Metal07_nrm.jpg",
        displacement_texture_path=
        "./assets/textures/[2K]Metal07/Metal07_disp.jpg")
    current_object.data.materials.append(mat)

    # 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)

    bpy.ops.mesh.primitive_plane_add(radius=6.0, calc_uvs=True)
    current_object = bpy.context.object
    current_object.name = "Floor"
    mat = bpy.data.materials.new("Material_Plane")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    utils.build_pbr_textured_nodes(
        mat.node_tree,
        color_texture_path="./assets/textures/[2K]Marble01/Marble01_col.jpg",
        roughness_texture_path=
        "./assets/textures/[2K]Marble01/Marble01_rgh.jpg",
        normal_texture_path="./assets/textures/[2K]Marble01/Marble01_nrm.jpg",
        displacement_texture_path=
        "./assets/textures/[2K]Marble01/Marble01_disp.jpg")
    current_object.data.materials.append(mat)

    bpy.ops.object.empty_add(location=(0.0, -0.70, 1.0))
    focus_target = bpy.context.object
    return focus_target
Exemplo n.º 3
0
def add_named_material(name: str, scale=(1.0, 1.0, 1.0), displacement_scale: float = 1.0) -> bpy.types.Material:
    mat = utils.add_material(name, use_nodes=True, make_node_tree_empty=True)
    utils.build_pbr_textured_nodes(mat.node_tree,
                                   color_texture_path=texture_paths[name]["color"],
                                   roughness_texture_path=texture_paths[name]["roughness"],
                                   normal_texture_path=texture_paths[name]["normal"],
                                   metallic_texture_path=texture_paths[name]["metallic"],
                                   displacement_texture_path=texture_paths[name]["displacement"],
                                   ambient_occlusion_texture_path=texture_paths[name]["ambient_occlusion"],
                                   scale=scale,
                                   displacement_scale=displacement_scale)
    return mat
def set_scene_objects():
    current_object = create_skinned_object()
    current_object.rotation_euler = (0.0, 0.0, math.pi * 60.0 / 180.0)

    bpy.ops.mesh.primitive_plane_add(radius=6.0, calc_uvs=True)
    current_object = bpy.context.object
    current_object.name = "Floor"
    mat = bpy.data.materials.new("Marble01")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    utils.build_pbr_textured_nodes(
        mat.node_tree,
        color_texture_path="./assets/textures/[2K]Marble01/Marble01_col.jpg",
        roughness_texture_path=
        "./assets/textures/[2K]Marble01/Marble01_rgh.jpg",
        normal_texture_path="./assets/textures/[2K]Marble01/Marble01_nrm.jpg",
        displacement_texture_path=
        "./assets/textures/[2K]Marble01/Marble01_disp.jpg")
    current_object.data.materials.append(mat)

    bpy.ops.object.empty_add(location=(0.0, 0.0, 1.0))
    focus_target = bpy.context.object
    return focus_target
def create_skinned_object():
    # Edit mode
    bpy.ops.object.add(type='ARMATURE',
                       enter_editmode=True,
                       location=(0.0, 0.0, 0.0))
    armature = bpy.context.object
    bone1 = armature.data.edit_bones.new('Bone1')
    bone1.head = (0.0, 0.0, 0.0)
    bone1.tail = (0.0, 0.0, 1.0)
    bone2 = armature.data.edit_bones.new('Bone2')
    bone2.parent = bone1
    bone2.use_connect = True
    bone2.tail = (0.0, 0.0, 2.0)

    # Pose mode
    bpy.ops.object.mode_set(mode='POSE')
    bone2 = armature.pose.bones['Bone2']
    bone2.rotation_mode = 'XYZ'
    bone2.rotation_euler = (0.0, 0.0, 0.0)
    bone2.keyframe_insert(data_path='rotation_euler', frame=4)
    bone2.rotation_euler = (+math.pi * 30.0 / 180.0, 0.0, 0.0)
    bone2.keyframe_insert(data_path='rotation_euler', frame=12)
    bone2.rotation_euler = (-math.pi * 30.0 / 180.0, 0.0, 0.0)
    bone2.keyframe_insert(data_path='rotation_euler', frame=20)
    bone2.rotation_euler = (+math.pi * 30.0 / 180.0, 0.0, 0.0)
    bone2.keyframe_insert(data_path='rotation_euler', frame=28)
    bone2.rotation_euler = (0.0, 0.0, 0.0)
    bone2.keyframe_insert(data_path='rotation_euler', frame=36)

    # Object mode
    bpy.ops.object.mode_set(mode='OBJECT')

    # Mesh
    bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 1.0), calc_uvs=True)
    cube = bpy.context.object
    cube.name = "Cuboid"
    cube.scale = (0.5, 0.5, 1.0)
    utils.add_subdivision_surface_modifier(cube, 3, is_simple=True)
    utils.add_subdivision_surface_modifier(cube, 3, is_simple=False)
    utils.set_smooth_shading(cube)
    mat = bpy.data.materials.new("Metal07")
    mat.use_nodes = True
    utils.clean_nodes(mat.node_tree.nodes)
    utils.build_pbr_textured_nodes(
        mat.node_tree,
        color_texture_path="./assets/textures/[2K]Metal07/Metal07_col.jpg",
        metallic_texture_path="./assets/textures/[2K]Metal07/Metal07_met.jpg",
        roughness_texture_path="./assets/textures/[2K]Metal07/Metal07_rgh.jpg",
        normal_texture_path="./assets/textures/[2K]Metal07/Metal07_nrm.jpg",
        displacement_texture_path=
        "./assets/textures/[2K]Metal07/Metal07_disp.jpg")
    cube.data.materials.append(mat)

    # Set the armature as the parent of the cube using the "Automatic Weight" armature option
    bpy.ops.object.select_all(action='DESELECT')
    cube.select = True
    armature.select = True
    bpy.context.scene.objects.active = armature
    bpy.ops.object.parent_set(type='ARMATURE_AUTO')

    return armature
def set_scene_objects():
	bpy.ops.mesh.primitive_monkey_add(location=(- 1.8, 0.0, 1.0), rotation=(0.0, 0.0, - math.pi * 60.0 / 180.0), calc_uvs=True)
	current_object = bpy.context.object
	current_object.name = "Suzanne_Left"
	utils.add_subdivision_surface_modifier(current_object, 4)
	mat = bpy.data.materials.new("Material_Left")
	mat.use_nodes = True
	utils.clean_nodes(mat.node_tree.nodes)
	utils.build_pbr_textured_nodes(
		mat.node_tree, 
		color_texture_path="./assets/textures/[2K]Leather05/Leather05_col.jpg", 
		roughness_texture_path="./assets/textures/[2K]Leather05/Leather05_rgh.jpg", 
		normal_texture_path="./assets/textures/[2K]Leather05/Leather05_nrm.jpg", 
		displacement_texture_path="./assets/textures/[2K]Leather05/Leather05_disp.jpg"
	)
	current_object.data.materials.append(mat)

	bpy.ops.mesh.primitive_monkey_add(location=(0.0, 0.0, 1.0), rotation=(0.0, 0.0, - math.pi * 60.0 / 180.0), calc_uvs=True)
	current_object = bpy.context.object
	current_object.name = "Suzanne_Center"
	utils.add_subdivision_surface_modifier(current_object, 4)
	mat = bpy.data.materials.new("Material_Center")
	mat.use_nodes = True
	utils.clean_nodes(mat.node_tree.nodes)
	utils.build_pbr_textured_nodes(
		mat.node_tree, 
		color_texture_path="./assets/textures/[2K]Metal07/Metal07_col.jpg", 
		metallic_texture_path="./assets/textures/[2K]Metal07/Metal07_met.jpg", 
		roughness_texture_path="./assets/textures/[2K]Metal07/Metal07_rgh.jpg", 
		normal_texture_path="./assets/textures/[2K]Metal07/Metal07_nrm.jpg", 
		displacement_texture_path="./assets/textures/[2K]Metal07/Metal07_disp.jpg"
	)
	current_object.data.materials.append(mat)

	bpy.ops.mesh.primitive_monkey_add(location=(+ 1.8, 0.0, 1.0), rotation=(0.0, 0.0, - math.pi * 60.0 / 180.0), calc_uvs=True)
	current_object = bpy.context.object
	current_object.name = "Suzanne_Right"
	utils.add_subdivision_surface_modifier(current_object, 4)
	mat = bpy.data.materials.new("Material_Right")
	mat.use_nodes = True
	utils.clean_nodes(mat.node_tree.nodes)
	utils.build_pbr_textured_nodes(
		mat.node_tree,
		color_texture_path="./assets/textures/[2K]Fabric02/fabric02_col.jpg",
		roughness_texture_path="./assets/textures/[2K]Fabric02/fabric02_rgh.jpg",
		normal_texture_path="./assets/textures/[2K]Fabric02/fabric02_nrm.jpg",
		displacement_texture_path="./assets/textures/[2K]Fabric02/fabric02_disp.jpg"
	)
	current_object.data.materials.append(mat)

	bpy.ops.mesh.primitive_plane_add(radius=6.0, calc_uvs=True)
	current_object = bpy.context.object
	current_object.name = "Floor"
	mat = bpy.data.materials.new("Material_Plane")
	mat.use_nodes = True
	utils.clean_nodes(mat.node_tree.nodes)
	utils.build_pbr_textured_nodes(
		mat.node_tree,
		color_texture_path="./assets/textures/[2K]Marble01/Marble01_col.jpg",
		roughness_texture_path="./assets/textures/[2K]Marble01/Marble01_rgh.jpg",
		normal_texture_path="./assets/textures/[2K]Marble01/Marble01_nrm.jpg",
		displacement_texture_path="./assets/textures/[2K]Marble01/Marble01_disp.jpg"
	)
	current_object.data.materials.append(mat)

	bpy.ops.mesh.primitive_plane_add(radius=6.0, location=(0.0, 4.0, 0.0), rotation=(math.pi * 90.0 / 180.0, 0.0, 0.0), calc_uvs=True)
	current_object = bpy.context.object
	current_object.name = "Wall"
	mat = bpy.data.materials.new("Material_Plane")
	mat.use_nodes = True
	utils.clean_nodes(mat.node_tree.nodes)
	utils.build_pbr_textured_nodes(
		mat.node_tree,
		color_texture_path="./assets/textures/[2K]Marble01/Marble01_col.jpg",
		roughness_texture_path="./assets/textures/[2K]Marble01/Marble01_rgh.jpg",
		normal_texture_path="./assets/textures/[2K]Marble01/Marble01_nrm.jpg",
		displacement_texture_path="./assets/textures/[2K]Marble01/Marble01_disp.jpg"
	)
	current_object.data.materials.append(mat)

	bpy.ops.object.empty_add(location=(0.0, -0.70, 1.0))
	focus_target = bpy.context.object
	return focus_target