Введение в написание скриптов на Питоне для Блендера 2.5x. Примеры кода
Шрифт:
smoke.name = 'Smoke' sset = smoke.settings
# Эмиссия
sset.name = 'FireSettings'
sset.count = 100
sset.frame_start = 1
sset.frame_end = 100
sset.lifetime = 70
sset.lifetime_random = 0.2
sset.emit_from = 'FACE'
sset.use_render_emitter = False
sset.distribution = 'RAND'
#
Скорость
sset.normal_factor = 0.0
sset.factor_random = 0.5
# Физика
sset.physics_type = 'NEWTON'
sset.mass = 2.5
sset.particle_size = 0.3
sset.use_multiply_size_mass = True
# Веса эффекторов
ew = sset.effector_weights
ew.gravity = 0.0
ew.wind = 1.0
# Отображение и рендер
sset.draw_percentage = 100
sset.draw_method = 'RENDER'
sset.material = 2
sset.particle_size = 0.5
sset.render_type = 'BILLBOARD'
sset.render_step = 3
# Дочерние частицы
sset.child_type = 'SIMPLE'
sset.rendered_child_count = 50
sset.child_radius = 1.6 return smoke
def createWind(origin):
# Создание ветра
bpy.ops.object.effector_add(
type='WIND',
enter_editmode=False,
location = origin - Vector((0,3,0)),
rotation = (-pi/2, 0, 0))
wind = bpy.context.object
# Настройки поля
fld = wind.field
fld.strength = 2.3
fld.noise = 3.2
fld.flow = 0.3
return wind
def createColorRamp(tex, values):
# Создание цветовой полосы
tex.use_color_ramp = True
ramp = tex.color_ramp
for n,value in enumerate(values):
elt = ramp.elements[n]
(pos, color) = value
elt.position = pos
elt.color = color
return
def createFlameTexture:
tex = bpy.data.textures.new('Flame', type = 'CLOUDS')
createColorRamp(tex, [(0.2, (1,0.5,0.1,1)), (0.8, (0.5,0,0,0))])
tex.noise_type = 'HARD_NOISE'
tex.noise_scale = 0.7
tex.noise_depth = 5
return tex
def createStencilTexture:
tex = bpy.data.textures.new('Stencil', type = 'BLEND')
tex.progression = 'SPHERICAL'
createColorRamp(tex, [(0.0, (0,0,0,0)), (0.85, (1,1,1,0.6))])
return tex
def createEmitTexture:
tex = bpy.data.textures.new('Emit',
type = 'BLEND')
tex.progression = 'LINEAR'
createColorRamp(tex, [(0.1, (1,1,0,1)), (0.3, (1,0,0,1))])
return tex
def createSmokeTexture:
tex = bpy.data.textures.new('Smoke', type = 'CLOUDS')
createColorRamp(tex, [(0.2, (0,0,0,1)), (0.6, (1,1,1,1))])
tex.noise_type = 'HARD_NOISE'
tex.noise_scale = 1.05
tex.noise_depth = 5
return tex
def createFireMaterial(textures, objects):
(flame, stencil, emit) = textures
(emitter, empty) = objects
mat = bpy.data.materials.new('Fire')
mat.specular_intensity = 0.0
mat.use_transparency = True
mat.transparency_method = 'Z_TRANSPARENCY'
mat.alpha = 0.0
mat.use_raytrace = False
mat.use_face_texture = True
mat.use_shadows = False
mat.use_cast_buffer_shadows = True
mtex = mat.texture_slots.add
mtex.texture = emit
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
mtex = mat.texture_slots.add
mtex.texture = stencil
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = False
mtex.use_map_emit = True
mtex.use_stencil = True
mtex = mat.texture_slots.add
mtex.texture = flame
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
Поделиться с друзьями: