/
bottle_builder_v1.py
249 lines (202 loc) · 10.6 KB
/
bottle_builder_v1.py
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import bpy, bmesh, random, mathutils
def build_bottle():
bpy.ops.mesh.primitive_circle_add(radius=1,
enter_editmode=False,
location=(0, 0, 0))
bottle_shell = bpy.context.active_object
bpy.ops.object.shade_smooth()
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.object.modifiers["Subdivision"].render_levels = 6
bpy.context.object.modifiers["Subdivision"].levels = 3
body_length = random.uniform(1, 7)
body_taper = random.uniform(.1, .4)
neck_length = random.uniform(.5, 3)
neck_taper_out = body_taper + random.uniform(1, 2)
top_length = random.uniform(.3, .9)
print('body length:', body_length)
print('body taper:', body_taper)
print('neck length:', neck_length)
print('neck taper out:', neck_taper_out)
print('top length:', top_length)
bpy.context.scene.eevee.use_ssr = True
bpy.context.scene.eevee.use_ssr_refraction = True
# Body length
bpy.ops.object.mode_set(mode='EDIT')
bmesh.from_edit_mesh(bpy.context.object.data)
extrude(0, 0, body_length)
cleanup_bottom()
liquid = make_liquid(body_length)
# re-select first mesh
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = bottle_shell
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
mesh = bmesh.from_edit_mesh(bpy.context.object.data)
for v in mesh.verts:
if v.co[2] > body_length * .99:
v.select = True
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
# continue extruding
# body taper to neck
extrude(0, 0, 0)
transform_resize(body_taper, body_taper, body_taper)
# extrude neck
extrude(0, 0, 0)
transform_translate(0, 0, neck_length)
# lip for bottle top
extrude(0, 0, 0)
transform_resize(neck_taper_out, neck_taper_out, neck_taper_out)
# length of top piece
extrude(0, 0, top_length)
extrude(0, 0, 0)
# shrink down, make last extrusion, seal shut
transform_resize(0.586486, 0.586486, 0.586486)
extrude(0, 0, 0)
bpy.ops.mesh.merge(type='CENTER')
bpy.ops.object.mode_set(mode='OBJECT')
set_up_glass_shader()
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = liquid
set_up_liquid_shader()
# set bottle as parent object of liquid
bpy.context.view_layer.objects.active = bottle_shell
bpy.data.objects[liquid.name].select_set(True)
bpy.ops.object.parent_set(type='OBJECT', keep_transform=False)
def make_liquid(body_length):
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.duplicate()
liquid = bpy.context.active_object
transform_resize(0.9, 0.9, 0.9)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
mesh = bmesh.from_edit_mesh(bpy.context.object.data)
for v in mesh.verts:
if v.co[2] >= (body_length * .98):
v.select = True
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
extrude(0, 0, 0)
transform_resize(0.5, 0.5, 0.5)
extrude(0, 0, 0)
bpy.ops.mesh.merge(type='CENTER')
bpy.ops.object.mode_set(mode='OBJECT')
transform_translate(0, 0, .08)
return liquid
def set_up_liquid_shader():
# Get material
liquid_mat = bpy.data.materials.get("liquid_xyz")
if liquid_mat is None:
# create material
liquid_mat = bpy.data.materials.new(name="liquid_xyz")
liquid_mat.use_nodes = True
ob = bpy.context.object
if ob.data.materials:
ob.data.materials[0] = liquid_mat
else:
ob.data.materials.append(liquid_mat)
nodes = liquid_mat.node_tree.nodes
node = nodes.get('Principled BSDF')
if node:
nodes.remove(node)
if not bpy.data.materials['liquid_xyz'].node_tree.nodes.get('Glass BSDF'):
# bpy.data.materials['liquid_xyz'].node_tree.nodes.new("ShaderNodeBsdfDiffuse")
bpy.data.materials['liquid_xyz'].node_tree.nodes.new('ShaderNodeBsdfGlass')
bpy.data.materials['liquid_xyz'].node_tree.nodes.new("ShaderNodeBsdfTransparent")
bpy.data.materials['liquid_xyz'].node_tree.nodes.new("ShaderNodeMixShader")
glass_bsdf_output = bpy.data.materials['liquid_xyz'].node_tree.nodes["Glass BSDF"].outputs['BSDF']
transparent_bsdf_output = bpy.data.materials['liquid_xyz'].node_tree.nodes["Transparent BSDF"].outputs['BSDF']
mix_shader_output = bpy.data.materials['liquid_xyz'].node_tree.nodes["Mix Shader"].outputs['Shader']
mix_shader_input1 = bpy.data.materials['liquid_xyz'].node_tree.nodes["Mix Shader"].inputs[1]
mix_shader_input2 = bpy.data.materials['liquid_xyz'].node_tree.nodes["Mix Shader"].inputs[2]
mat_output_surface_input = bpy.data.materials['liquid_xyz'].node_tree.nodes["Material Output"].inputs['Surface']
bpy.data.materials['liquid_xyz'].node_tree.links.new(glass_bsdf_output, mix_shader_input1)
bpy.data.materials['liquid_xyz'].node_tree.links.new(transparent_bsdf_output, mix_shader_input2)
bpy.data.materials['liquid_xyz'].node_tree.links.new(mix_shader_output, mat_output_surface_input)
bpy.data.materials["liquid_xyz"].node_tree.nodes["Glass BSDF"].inputs[0].default_value = (
0.39959, 0.000400819, 0, 1)
bpy.data.materials["liquid_xyz"].node_tree.nodes["Glass BSDF"].inputs[2].default_value = 1.333
bpy.data.materials["liquid_xyz"].node_tree.nodes["Transparent BSDF"].inputs[0].default_value = (
0.076476, 0.0854893, 0.0803021, 1)
# set factor value
bpy.data.materials["liquid_xyz"].node_tree.nodes["Mix Shader"].inputs[0].default_value = 0.8
bpy.context.object.active_material.use_backface_culling = True
bpy.context.object.active_material.use_screen_refraction = True
bpy.context.object.active_material.use_sss_translucency = True
bpy.context.object.active_material.blend_method = 'HASHED'
def set_up_glass_shader():
# Get material
glass_mat = bpy.data.materials.get("glass")
if glass_mat is None:
# create material
glass_mat = bpy.data.materials.new(name="glass")
glass_mat.use_nodes = True
ob = bpy.context.object
if ob.data.materials:
ob.data.materials[0] = glass_mat
else:
ob.data.materials.append(glass_mat)
nodes = glass_mat.node_tree.nodes
node = nodes.get('Principled BSDF')
if node:
nodes.remove(node)
if not bpy.data.materials['glass'].node_tree.nodes.get('Glass BSDF'):
bpy.data.materials['glass'].node_tree.nodes.new('ShaderNodeBsdfGlass')
glass_bsdf_output = bpy.data.materials['glass'].node_tree.nodes["Glass BSDF"].outputs['BSDF']
mat_output_surface_output = bpy.data.materials['glass'].node_tree.nodes["Material Output"].inputs['Surface']
bpy.data.materials['glass'].node_tree.links.new(glass_bsdf_output, mat_output_surface_output)
bpy.context.object.active_material.use_backface_culling = True
bpy.context.object.active_material.use_screen_refraction = True
bpy.context.object.active_material.use_sss_translucency = True
bpy.data.materials["glass"].node_tree.nodes["Glass BSDF"].inputs[0].default_value = (
0.0880155, 0.0856212, 0.0863521, 1)
def cleanup_bottom():
# look at all of the faces of the cube, find the one that is 'facing' the positive direction on the y axis
mesh = bmesh.from_edit_mesh(bpy.context.object.data)
bpy.ops.mesh.select_all(action='DESELECT')
for v in mesh.verts:
if v.co[2] == 0.0:
v.select = True
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
# go back and clean up the bottom
extrude(0, 0, 0)
transform_resize(0.794349, 0.794349, 0.794349)
extrude(0, 0, 0)
bpy.ops.mesh.merge(type='CENTER')
def extrude(x, y, z):
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip": False, "mirror": False},
TRANSFORM_OT_translate={"value": (x, y, z),
"orient_type": 'GLOBAL',
"orient_matrix": ((1, 0, 0), (0, 1, 0), (0, 0, 1)),
"orient_matrix_type": 'GLOBAL',
"constraint_axis": (False, False, False), "mirror": False,
"use_proportional_edit": False,
"proportional_edit_falloff": 'SMOOTH',
"proportional_size": 1,
"use_proportional_connected": False,
"use_proportional_projected": False, "snap": False,
"snap_target": 'CLOSEST', "snap_point": (0, 0, 0),
"snap_align": False, "snap_normal": (0, 0, 0),
"gpencil_strokes": False, "cursor_transform": False,
"texture_space": False, "remove_on_cancel": False,
"release_confirm": False, "use_accurate": False})
def transform_resize(x, y, z):
bpy.ops.transform.resize(value=(x, y, z), orient_type='GLOBAL',
orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True,
use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1,
use_proportional_connected=False, use_proportional_projected=False)
def transform_translate(x, y, z):
bpy.ops.transform.translate(value=(x, y, z), orient_type='GLOBAL',
orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL',
constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False,
proportional_edit_falloff='SMOOTH', proportional_size=1,
use_proportional_connected=False, use_proportional_projected=False)
# delete everything in the scene
def clear_scene():
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
if __name__ == "__main__":
build_bottle()