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每个face不同颜色.py
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每个face不同颜色.py
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import bpy
import bmesh
import random as rnd
import time
def wfileline(filename,s,mode=8):
if mode == 8:
f= open(filename,"a")
f.write (s + "\n")
f.closed
elif mode == 2:
f = open(filename, "w")
f.write(s + "\n")
f.closed
def deleteall():
changemode('object')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False, confirm=False)
for m in bpy.data.materials:
bpy.data.materials.remove(m)
def deleteallmaterials():
for m in bpy.data.materials:
bpy.data.materials.remove(m)
def rndcolor():
return [rnd.uniform(0,1.0),rnd.uniform(0,1.0),rnd.uniform(0,1.0),1.0]
def create_material_principled(color, name=None, return_nodes=True):
if name is None:
name = ""
material = bpy.data.materials.new(name=f"material.principled.{name}")
material.use_nodes = True
material.node_tree.nodes["Principled BSDF"].inputs["Metallic"].default_value = 1.0
material.node_tree.nodes["Principled BSDF"].inputs["Roughness"].default_value = 0.0
material.node_tree.nodes["Principled BSDF"].inputs["Base Color"].default_value = color
if return_nodes:
return material, material.node_tree.nodes
else:
return
def create_material_emission(color, name=None, energy=30, return_nodes=True):
if name is None:
name = ""
material = bpy.data.materials.new(name=f"material.emission.{name}")
material.use_nodes = True
out_node = material.node_tree.nodes.get("Material Output")
bsdf_node = material.node_tree.nodes.get("Principled BSDF")
material.node_tree.nodes.remove(bsdf_node)
node_emission = material.node_tree.nodes.new(type="ShaderNodeEmission")
node_emission.inputs["Color"].default_value = color
node_emission.inputs["Strength"].default_value = energy
node_emission.location = 0, 0
material.node_tree.links.new(node_emission.outputs["Emission"], out_node.inputs["Surface"])
if return_nodes:
return material, material.node_tree.nodes
else:
return
def changemode(mode='object'):
if bpy.context.active_object == None:
return
if mode == 'object':
if bpy.context.active_object.mode == 'OBJECT':
return
else:
bpy.ops.object.editmode_toggle()
return
elif mode == 'edit':
if bpy.context.active_object.mode == 'EDIT':
return
else:
bpy.ops.object.editmode_toggle()
return
def key_z_at_frame(obj, at_frame, loc):
obj.keyframe_insert(data_path='location', frame=at_frame)
act = obj.animation_data.action
fc = act.fcurves.find('location', index=2)
for kp in fc.keyframe_points:
if kp.co[0] == at_frame:
kp.co[1] = loc
def bmesh_from_object(obj):
"""
Object/Edit Mode get mesh, use bmesh_to_object() to write back.
"""
me = obj.data
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bm = bmesh.from_edit_mesh(me)
else:
bm = bmesh.new()
bm.from_mesh(me)
return bm
def bmesh_to_object(obj, bm):
"""
Object/Edit Mode update the object.
"""
me = obj.data
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bmesh.update_edit_mesh(me, True)
else:
bm.to_mesh(me)
# grr... cause an update
if me.vertices:
me.vertices[0].co[0] = me.vertices[0].co[0]
#-------------------------------------------------------------------------------------------------------
def go1():
deleteall()
#bpy.ops.mesh.primitive_cube_add()
#bpy.ops.mesh.primitive_torusknot_add(align='WORLD', location=(0, 0, 0), rotation=(0, 0, 0), change=False)
bpy.ops.mesh.primitive_monkey_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
obj = bpy.context.active_object
changemode('edit')
bpy.ops.mesh.select_all()
mat,_ = create_material_emission([0,0,0,1.0],"black1",0)
obj.data.materials.append(mat)
mat,_ = create_material_emission([0,0,0,1.0],"black2",0)
obj.data.materials.append(mat)
objbmesh = bmesh.from_edit_mesh(obj.data)
cur_frame = bpy.context.scene.frame_current #返回当前frame
for face in objbmesh.faces:
if rnd.uniform(0,1) >= 0:
mat,_ = create_material_emission(rndcolor(),"test",rnd.uniform(1,6),True)
obj.data.materials.append(mat)
obj.active_material_index = face.index
#mat.inputs[1].keyframe_insert("default_value", frame=cur_frame)
face.select = True
bpy.ops.object.material_slot_assign()
face.select = False
changemode('object')
def go2(): #just change the color of material
obj = bpy.context.active_object
changemode('edit')
bpy.ops.mesh.select_all()
#mat,_ = create_material_emission([0,0,0,1.0],"black",0)
#obj.data.materials.append(mat)
objbmesh = bmesh.from_edit_mesh(obj.data)
cur_frame = bpy.context.scene.frame_current #返回当前frame
for face in objbmesh.faces:
if rnd.uniform(0,1) >= 0:
mat = obj.data.materials[face.material_index]
mat.node_tree.nodes["Emission"].inputs[0].default_value = rndcolor()
#mat.inputs[1].keyframe_insert("default_value", frame=cur_frame)
changemode('object')
def go3(): #maybe stronger code
deleteall()
#bpy.ops.mesh.primitive_cube_add()
#bpy.ops.mesh.primitive_torusknot_add(align='WORLD', location=(0, 0, 0), rotation=(0, 0, 0), change=False)
bpy.ops.mesh.primitive_monkey_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
obj = bpy.context.active_object
changemode('edit')
#bpy.ops.mesh.select_all()
mat,_ = create_material_emission(rndcolor(),"black1",0)
obj.data.materials.append(mat)
objbmesh = bmesh.from_edit_mesh(obj.data)
cur_frame = bpy.context.scene.frame_current #返回当前frame
for i,face in enumerate(objbmesh.faces):
if rnd.uniform(0,1) >= 0:
mat,_ = create_material_emission(rndcolor(),"test",rnd.uniform(1,6))
obj.data.materials.append(mat)
obj.material_slots.update()
face.material_index = obj.material_slots.find(mat.name)
#bpy.data.materials[mat.name].node_tree.nodes["Emission"].inputs[0].keyframe_insert("default_value", frame=1)
for ii in range(1,250,rnd.randint(5,20)):
mat.node_tree.nodes["Emission"].inputs[0].default_value = rndcolor()
mat.node_tree.nodes["Emission"].inputs[1].default_value = rnd.uniform(1,6)
bpy.data.materials[mat.name].node_tree.nodes["Emission"].inputs[0].keyframe_insert("default_value", frame=ii)
bpy.data.materials[mat.name].node_tree.nodes["Emission"].inputs[1].keyframe_insert("default_value", frame=ii)
changemode('object')
#----------------------------------------------------------------------------------------------
if __name__ == "__main__":
go3()
#obj.data.materials[objbmesh.faces[0].material_index].name
#obj.active_material_index 当前选中的material是第几个material 0->
#obj.active_material.name 当前选中的material's name
#objbmesh.faces[0].material_index 指定某面的material是第几个material 0->
#face.index 0->
#obj.material_slots.find(mat.name)
#mat.inputs[1].keyframe_insert("default_value", frame=cur_frame)