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# gpl: author meta-androcto
import bpy
from bpy.types import Operator
class add_BI_scene(Operator):
bl_idname = "bi.add_scene"
bl_label = "Create test scene"
bl_description = "Blender Internal renderer Scene with Objects"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
try:
blend_data = context.blend_data
# ob = bpy.context.active_object
# add new scene
bpy.ops.scene.new(type="NEW")
scene = bpy.context.scene
scene.name = "scene_materials"
# render settings
render = scene.render
render.resolution_x = 1920
render.resolution_y = 1080
render.resolution_percentage = 50
# add new world
world = bpy.data.worlds.new("Materials_World")
scene.world = world
world.use_sky_blend = True
world.use_sky_paper = True
world.horizon_color = (0.004393, 0.02121, 0.050)
world.zenith_color = (0.03335, 0.227, 0.359)
world.light_settings.use_ambient_occlusion = True
world.light_settings.ao_factor = 0.25
# add camera
bpy.ops.object.camera_add(
location=(7.48113, -6.50764, 5.34367),
rotation=(1.109319, 0.010817, 0.814928)
)
cam = bpy.context.active_object.data
cam.lens = 35
cam.draw_size = 0.1
bpy.ops.view3d.viewnumpad(type='CAMERA')
# add point lamp
bpy.ops.object.lamp_add(
type="POINT", location=(4.07625, 1.00545, 5.90386),
rotation=(0.650328, 0.055217, 1.866391)
)
lamp1 = bpy.context.active_object.data
lamp1.name = "Point_Right"
lamp1.energy = 1.0
lamp1.distance = 30.0
lamp1.shadow_method = "RAY_SHADOW"
lamp1.use_sphere = True
# add point lamp2
bpy.ops.object.lamp_add(
type="POINT", location=(-0.57101, -4.24586, 5.53674),
rotation=(1.571, 0, 0.785)
)
lamp2 = bpy.context.active_object.data
lamp2.name = "Point_Left"
lamp2.energy = 1.0
lamp2.distance = 30.0
# Add cube
bpy.ops.mesh.primitive_cube_add()
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=2)
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
bpy.ops.object.editmode_toggle()
cube = bpy.context.active_object
# add new material
cubeMaterial = blend_data.materials.new("Cube_Material")
bpy.ops.object.material_slot_add()
cube.material_slots[0].material = cubeMaterial
# Diffuse
cubeMaterial.preview_render_type = "CUBE"
cubeMaterial.diffuse_color = (1.000, 0.373, 0.00)
cubeMaterial.diffuse_shader = 'OREN_NAYAR'
cubeMaterial.diffuse_intensity = 1.0
cubeMaterial.roughness = 0.09002
# Specular
cubeMaterial.specular_color = (1.000, 0.800, 0.136)
cubeMaterial.specular_shader = "PHONG"
cubeMaterial.specular_intensity = 1.0
cubeMaterial.specular_hardness = 511.0
# Shading
cubeMaterial.ambient = 1.00
cubeMaterial.use_cubic = False
# Transparency
cubeMaterial.use_transparency = False
cubeMaterial.alpha = 0
# Mirror
cubeMaterial.raytrace_mirror.use = True
cubeMaterial.mirror_color = (1.000, 0.793, 0.0)
cubeMaterial.raytrace_mirror.reflect_factor = 0.394
cubeMaterial.raytrace_mirror.fresnel = 2.0
cubeMaterial.raytrace_mirror.fresnel_factor = 1.641
cubeMaterial.raytrace_mirror.fade_to = "FADE_TO_SKY"
cubeMaterial.raytrace_mirror.gloss_anisotropic = 1.0
# Shadow
cubeMaterial.use_transparent_shadows = True
# Add a texture
cubetex = blend_data.textures.new("CloudTex", type='CLOUDS')
cubetex.noise_type = 'SOFT_NOISE'
cubetex.noise_scale = 0.25
mtex = cubeMaterial.texture_slots.add()
mtex.texture = cubetex
mtex.texture_coords = 'ORCO'
mtex.scale = (0.800, 0.800, 0.800)
mtex.use_map_mirror = True
mtex.mirror_factor = 0.156
mtex.use_map_color_diffuse = True
mtex.diffuse_color_factor = 0.156
mtex.use_map_normal = True
mtex.normal_factor = 0.010
mtex.blend_type = "ADD"
mtex.use_rgb_to_intensity = True
mtex.color = (1.000, 0.207, 0.000)
# Add monkey
bpy.ops.mesh.primitive_monkey_add(location=(-0.1, 0.08901, 1.505))
bpy.ops.transform.rotate(value=(1.15019), axis=(0, 0, 1))
bpy.ops.transform.rotate(value=(-0.673882), axis=(0, 1, 0))
bpy.ops.transform.rotate(value=-0.055, axis=(1, 0, 0))
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.shade_smooth()
monkey = bpy.context.active_object
# add new material
monkeyMaterial = blend_data.materials.new("Monkey_Material")
bpy.ops.object.material_slot_add()
monkey.material_slots[0].material = monkeyMaterial
# Material settings
monkeyMaterial.preview_render_type = "MONKEY"
monkeyMaterial.diffuse_color = (0.239, 0.288, 0.288)
monkeyMaterial.specular_color = (0.604, 0.465, 0.136)
monkeyMaterial.diffuse_shader = 'LAMBERT'
monkeyMaterial.diffuse_intensity = 1.0
monkeyMaterial.specular_intensity = 0.3
monkeyMaterial.ambient = 0
monkeyMaterial.type = 'SURFACE'
monkeyMaterial.use_cubic = True
monkeyMaterial.use_transparency = False
monkeyMaterial.alpha = 0
monkeyMaterial.use_transparent_shadows = True
monkeyMaterial.raytrace_mirror.use = True
monkeyMaterial.raytrace_mirror.reflect_factor = 0.65
monkeyMaterial.raytrace_mirror.fade_to = "FADE_TO_MATERIAL"
# Add plane
bpy.ops.mesh.primitive_plane_add(
radius=50, view_align=False, enter_editmode=False, location=(0, 0, -1)
)
bpy.ops.object.editmode_toggle()
bpy.ops.transform.rotate(
value=-0.8, axis=(0, 0, 1), constraint_axis=(False, False, True),
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
proportional_edit_falloff='SMOOTH', proportional_size=1
)
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
bpy.ops.object.editmode_toggle()
plane = bpy.context.active_object
# add new material
planeMaterial = blend_data.materials.new("Plane_Material")
bpy.ops.object.material_slot_add()
plane.material_slots[0].material = planeMaterial
# Material settings
planeMaterial.preview_render_type = "CUBE"
planeMaterial.diffuse_color = (0.2, 0.2, 0.2)
planeMaterial.specular_color = (0.604, 0.465, 0.136)
planeMaterial.specular_intensity = 0.3
planeMaterial.ambient = 0
planeMaterial.use_cubic = True
planeMaterial.use_transparency = False
planeMaterial.alpha = 0
planeMaterial.use_transparent_shadows = True
except Exception as e:
self.report({'WARNING'},
"Some operations could not be performed (See Console for more info)")
print("\n[Add Advanced Objects]\nOperator: "
"bi.add_scene\nError: {}".format(e))
return {'CANCELLED'}
return {"FINISHED"}
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