Implimented grabbing every face of a cube.
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@@ -1,5 +1,6 @@
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#Imports.
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import bpy;
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import bmesh;
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import random;
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# Variables:
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@@ -8,9 +9,9 @@ size = 1;
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# Setting the x, y, and z positions.
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x = y = z = size / 2;
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# Setting the number of cubes in each coordinate.
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xNum = 3;
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yNum = 3;
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zNum = 3;
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xNum = 1;
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yNum = 1;
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zNum = 1;
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# Setting the initial value for the number of cubes in each recursive call.
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cubeCount = 0;
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# Setting the maximum amount of cubes that is needed to be created.
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@@ -51,8 +52,6 @@ def spawnGround():
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# Object View Layer variable.
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activeObjectViewLayer = bpy.context.view_layer.objects.active;
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# Add a new material slot.
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# bpy.ops.object.material_slot_add();
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@@ -62,7 +61,26 @@ def spawnGround():
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BSDF = material.node_tree.nodes["Principled BSDF"];
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materialNodes = material.node_tree.nodes;
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materialLinks = material.node_tree.links;
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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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# 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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bpy.ops.object.editmode_toggle();
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bm = bmesh.from_edit_mesh(activeObject.data);
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# Make sure the bmesh is up-to-date with the mesh data.
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bm.faces.ensure_lookup_table();
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# Set selecting the faces to be true.
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bm.faces[i].select = True;
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# Show the updates in the viewport.
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bmesh.update_edit_mesh(activeObject.data);
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print('face ', i, ' grabbed');
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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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