Delete code relating to textures

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CJSatnarine
2023-09-01 12:36:38 -04:00
parent 9e45a8a32b
commit 312a3ab225
3 changed files with 0 additions and 131 deletions

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#Imports.
import bpy;
import bmesh;
# Variables:
# Size of each cube.
size = 1;
# Setting the x, y, and z positions.
x = y = z = size / 2;
# Setting the number of cubes in each coordinate.
xNum = 1;
yNum = 1;
zNum = 1;
# Setting the initial value for the number of cubes in each recursive call.
cubeCount = 0;
# Setting the maximum amount of cubes that is needed to be created.
numOfCubes = xNum * yNum * zNum;
# print(numOfCubes);
#Function to clean the scene. This removes all of the objects, collections, materials, particles, textures, images, curves, meshes, actions, nodes, and worlds from the scene.
def cleanScene():
# Changes the mode to object mode if it is in Edit mode.
if (bpy.context.active_object and bpy.context.active_object.mode == "EDIT"):
bpy.ops.object.editmode_toggle();
# Checks for hidden stuff and unhides them.
for obj in bpy.data.objects:
obj.hide_set(False);
obj.hide_select = False;
obj.hide_viewport = False;
# Selects all the objects and then deletes.
bpy.ops.object.select_all(action = "SELECT");
bpy.ops.object.delete();
# Function to spawn the "ground" by creating several cubes using a nested for loop.
def spawnGround():
# Iterate over each grid "cell" we want a cube at.
for x in range(xNum):
for y in range(yNum):
for z in range(zNum):
# Set the location.
location = (x, y, z);
# Add the cubes.
bpy.ops.mesh.primitive_cube_add(size = size, location = location, scale = (size, size, size));
# Set the newly created cube as the active object.
activeObject = bpy.context.active_object;
# Object View Layer variable.
activeObjectViewLayer = bpy.context.view_layer.objects.active;
# Add a new material slot.
# bpy.ops.object.material_slot_add();
# Creating a new material and assigning it to the active cube.
material = bpy.data.materials.new("Material");
material.use_nodes = True;
BSDF = material.node_tree.nodes["Principled BSDF"];
materialNodes = material.node_tree.nodes;
materialLinks = material.node_tree.links;
# Add the material.
activeObject.data.materials.append(material);
# Selecting each face and then assigning the material to that face.
for i in range(6):
# Checks if the object is currently in edit mode, and if not, sets it into edit mode.
if (bpy.context.active_object.mode != "EDIT"):
bpy.ops.object.editmode_toggle();
bm = bmesh.from_edit_mesh(activeObject.data);
# Make sure the bmesh is up-to-date with the mesh data.
bm.faces.ensure_lookup_table();
# Set selecting the faces to be true.
bm.faces[i].select = True;
# Show the updates in the viewport.
bmesh.update_edit_mesh(activeObject.data);
print('Face ', i, ' grabbed');
# Appened the material to the face.
# bpy.ops.object.material_slot_assign({'object': activeObject});
# bpy.ops.transform.translate(value=(0.169302, 0, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, 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_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False);
# Deselect the faces.
bm.faces[i].select = False;
print('Face ', i, ' released');
# Change the texture of the cube.
textureImage = material.node_tree.nodes.new('ShaderNodeTexImage');
textureImage.image = bpy.data.images.load("C://Users//satna//OneDrive//Desktop/Programming//Python//Blender//Blender-World-Generator//DirtBlock.png");
material.node_tree.links.new(BSDF.inputs['Base Color'], textureImage.outputs['Color']);
# Assign the texture to the object.
if activeObjectViewLayer.data.materials:
activeObjectViewLayer.data.materials[0] = material;
else:
activeObjectViewLayer.data.materials.append(material);
# Calling the functions:
cleanScene();
spawnGround();
print('Code has run.');

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# Link to the code from StackExchange: https://blender.stackexchange.com/questions/157531/blender-2-8-python-add-texture-image
#Import python
import bpy
from bpy import context, data, ops
mat = bpy.data.materials.new(name="New_Mat")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("C:\\Users\\satna\\OneDrive\\Desktop\\Programming\\Python\\Blender\\Blender-World-Generator\\DirtBlock.png")
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
ob = context.view_layer.objects.active
# Assign it to object
if ob.data.materials:
ob.data.materials[0] = mat
else:
ob.data.materials.append(mat)
# Notes:
# - Find a way to select a single face of a cube and then add the image to each face. Might have to do stuff with nodes.