Some little changes including ini and blend files.
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BlenderWorldGenerator.blend
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BIN
BlenderWorldGenerator.blend
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@@ -1,7 +1,6 @@
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#Imports.
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#Imports.
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import bpy;
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import bpy;
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import bmesh;
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import bmesh;
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import random;
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# Variables:
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# Variables:
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# Size of each cube.
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# Size of each cube.
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@@ -62,10 +61,13 @@ def spawnGround():
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materialNodes = material.node_tree.nodes;
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materialNodes = material.node_tree.nodes;
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materialLinks = material.node_tree.links;
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materialLinks = material.node_tree.links;
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# Add the material.
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activeObject.data.materials.append(material);
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# Selecting each face and then assigning the material to that face.
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# Selecting each face and then assigning the material to that face.
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for i in range(6):
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for i in range(6):
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# Checks if the object is currently in edit mode, and if not, sets it into edit mode.
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# Checks if the object is currently in edit mode, and if not, sets it into edit mode.
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if (bpy.context.active_object.mode == "OBJECT"):
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if (bpy.context.active_object.mode != "EDIT"):
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bpy.ops.object.editmode_toggle();
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bpy.ops.object.editmode_toggle();
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bm = bmesh.from_edit_mesh(activeObject.data);
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bm = bmesh.from_edit_mesh(activeObject.data);
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@@ -80,16 +82,17 @@ def spawnGround():
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bmesh.update_edit_mesh(activeObject.data);
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bmesh.update_edit_mesh(activeObject.data);
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print('Face ', i, ' grabbed');
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print('Face ', i, ' grabbed');
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# Appened the material to the face.
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# bpy.ops.object.material_slot_assign({'object': activeObject});
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# 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);
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# Deselect the faces.
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# Deselect the faces.
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bm.faces[i].select = False;
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bm.faces[i].select = False;
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print('Face ', i, ' released');
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print('Face ', i, ' released');
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# Add the material.
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activeObject.data.materials.append(material);
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# Change the texture of the cube.
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# Change the texture of the cube.
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textureImage = material.node_tree.nodes.new('ShaderNodeTexImage');
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textureImage = material.node_tree.nodes.new('ShaderNodeTexImage');
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textureImage.image = bpy.data.images.load("C:\\Users\\satna\\OneDrive\\Desktop\\Programming\\Python\\Blender\\Blender-World-Generator\\DirtBlock.png");
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textureImage.image = bpy.data.images.load("C://Users//satna//OneDrive//Desktop/Programming//Python//Blender//Blender-World-Generator//DirtBlock.png");
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material.node_tree.links.new(BSDF.inputs['Base Color'], textureImage.outputs['Color']);
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material.node_tree.links.new(BSDF.inputs['Base Color'], textureImage.outputs['Color']);
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# Assign the texture to the object.
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# Assign the texture to the object.
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@@ -98,7 +101,7 @@ def spawnGround():
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else:
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else:
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activeObjectViewLayer.data.materials.append(material);
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activeObjectViewLayer.data.materials.append(material);
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# Calling the functions:
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# Calling the functions:
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cleanScene();
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cleanScene();
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spawnGround();
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spawnGround();
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print('Code has run.');
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2
config.ini
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2
config.ini
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@@ -0,0 +1,2 @@
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[Paths]
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Texture = "C://Users//satna//OneDrive//Desktop/Programming//Python//Blender//Blender-World-Generator//DirtBlock.png"
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