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# Blender rock creation tool
#
# Based on BlenderGuru's asteroid tutorial and personal experimentation.
# Tutorial: http://www.blenderguru.com/how-to-make-a-realistic-asteroid/
# Update with another tutorial shared by "rusted" of BlenderArtists:
# Tutorial: http://saschahenrichs.blogspot.com/2010/03/3dsmax-environment-modeling-1.html
#
# Uses the NumPy Gaussian random number generator to generate a
# a rock within a given range and give some randomness to the displacement
# texture values. NumPy's gaussian generator was chosen as, based on
# profiling I performed, it runs in about half the time as the built in
# Python gaussian equivalent. I would like to shift the script to use the
# NumPy beta distribution as it ran in about half the time as the NumPy
# gaussian once the skew calculations are added.
#
# Set lower and upper bounds to the same for no randomness.
#
# Tasks:
# Generate meshes with random scaling between given values.
# - Allow for a skewed distribution
# *** Completed on 4/17/2011 ***
# - Create a set of meshes that can be used
# Give the user the ability to set the subsurf level (detail level)
# *** Completed on 4/29/2011 ***
# - Set subsurf modifiers to default at view:3, render:3.
# *** Completed on 4/17/2011 ***
# - Set crease values to allow for hard edges on first subsurf.
# *** Completed on 4/29/2011 ***
# Be able to generate and add a texture to the displacement modifiers.
# *** Completed 5/17/2011 ***
# - Generate three displacement modifiers.
# - The first only uses a Musgrave for initial intentations.
# *** Now generating four displacement modifiers ***
# *** Completed on 5/17/2011 ***
# - Set a randomness for the type and values of the displacement texture.
# *** Completed 5/9/2011 ***
# - Allow the user to set a value for the range of displacement.
# -> Modification: have user set "roughness" and "roughness range".
# *** Compleded on 4/23/2011 ***
# Set material settings and assign material textures
# *** Completed 6/9/2011 ***
# - Mossiness of the rocks.
# *** Completed 6/9/2011 ***
# - Color of the rocks.
# *** Completed 5/16/2011 ***
# - Wetness/shinyness of the rock.
# *** Completed 5/6/2011 ***
# - For all the user provides a mean value for a skewed distribution.
# *** Removed to lessen usage complexity ***
# Add some presets (mesh) to make it easier to use
# - Examples: river rock, asteroid, quaried rock, etc
# *** Completed 7/12/2011 ***
#
# Code Optimization:
# Remove all "bpy.ops" operations with "bpy.data" base operations.
# Remove material/texture cataloging with building a list of
# returned values from bpy.data.*.new() operations.
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# Search for places where list comprehensions can be used.
# Look for alternate methods
# - Possible alternate and more efficient data structures
# - Possible alternate algorithms may realize greater performance
# - Look again at multi-processing. Without bpy.ops is might
# be viable.
#
# Future tasks:
# Multi-thread the script
# *** Will not be implemented. Multi-processing is adding to much
# overhead to realize a performance increase ***
# - Learn basic multi-threading in Python (multiprocessing)
# - Break material generation into separate threads (processes)
# - Break mesh generation into separate threads (processes)
# - Move name generation, texture ID generation, etc to process first
# - Roll version to 2.0 on completion
#
# Paul "BrikBot" Marshall
# Created: April 17, 2011
# Last Modified: September 18, 2011
# Homepage (blog): http://post.darkarsenic.com/
# //blog.darkarsenic.com/
# Thanks to Meta-Androco, RickyBlender, Ace Dragon, and PKHG for ideas
# and testing.
#
# Coded in IDLE, tested in Blender 2.59. NumPy Recommended.
# Search for "@todo" to quickly find sections that need work.
#
# Remeber -
# Functional code comes before fast code. Once it works, then worry about
# making it faster/more efficient.
#
# ##### BEGIN GPL LICENSE BLOCK #####
#
# The Blender Rock Creation tool is for rapid generation of mesh rocks.
# Copyright (C) 2011 Paul Marshall
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
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from add_mesh_rocks import (settings,
utils)
from bpy_extras import object_utils
from mathutils import (Color,
Vector)
from bpy.props import (BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty)
# This try block allows for the script to psudo-intelligently select the
# appropriate random to use. If Numpy's random is present it will use that.
# If Numpy's random is not present, it will through a "module not found"
# exception and instead use the slower built-in random that Python has.
try:
from numpy.random import random_integers as randint
from numpy.random import normal as gauss
from numpy.random import (beta,
uniform,
seed,
weibull)
print("Rock Generator: Numpy found.")
numpy = True
except:
from random import (randint,
gauss,
uniform,
seed)
from random import betavariate as beta
from random import weibullvariate as weibull
print("Rock Generator: Numpy not found. Using Python's random.")
numpy = False
# Global variables:
lastRock = 0
# Creates a new mesh:
#
# param: verts - Vector of vertices for the mesh.
# edges - Edges for the mesh. Can be "[]".
# faces - Face tuples corresponding to vertices.
# name - Name of the mesh.
def create_mesh_object(context, verts, edges, faces, name):
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)
# Set mesh to use auto smoothing:
mesh.use_auto_smooth = True
# Update mesh geometry after adding stuff.
mesh.update()
return object_utils.object_data_add(context, mesh, operator=None)
# Set the values for a texture from parameters.
#
# param: texture - bpy.data.texture to modify.
# level - designated tweaked settings to use
# -> Below 10 is a displacment texture
# -> Between 10 and 20 is a base material texture
def randomizeTexture(texture, level=1):
noises = ['BLENDER_ORIGINAL', 'ORIGINAL_PERLIN', 'IMPROVED_PERLIN',
'VORONOI_F1', 'VORONOI_F2', 'VORONOI_F3', 'VORONOI_F4',
'VORONOI_F2_F1', 'VORONOI_CRACKLE']
if texture.type == 'CLOUDS':
if randint(0, 1) == 0:
texture.noise_type = 'SOFT_NOISE'
else:
texture.noise_type = 'HARD_NOISE'
if level != 11:
tempInt = randint(0, 6)
else:
tempInt = randint(0, 8)
texture.noise_basis = noises[tempInt]
texture.noise_depth = 8
if level == 0:
texture.noise_scale = gauss(0.625, 1 / 24)
elif level == 2:
texture.noise_scale = 0.15
elif level == 11:
texture.noise_scale = gauss(0.5, 1 / 24)
if texture.noise_basis in ['BLENDER_ORIGINAL', 'ORIGINAL_PERLIN',
texture.intensity = gauss(1, 1 / 6)
texture.contrast = gauss(4, 1 / 3)
elif texture.noise_basis in ['VORONOI_F2', 'VORONOI_F3', 'VORONOI_F4']:
texture.intensity = gauss(0.25, 1 / 12)
texture.contrast = gauss(2, 1 / 6)
elif texture.noise_basis == 'VORONOI_F2_F1':
texture.intensity = gauss(0.5, 1 / 6)
texture.contrast = gauss(2, 1 / 6)
elif texture.noise_basis == 'VORONOI_CRACKLE':
texture.intensity = gauss(0.5, 1 / 6)
texture.contrast = gauss(2, 1 / 6)
elif texture.type == 'MUSGRAVE':
musgraveType = ['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL',
'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN']
texture.musgrave_type = 'MULTIFRACTAL'
texture.dimension_max = abs(gauss(0, 0.6)) + 0.2
texture.lacunarity = beta(3, 8) * 8.2 + 1.8
if level == 0:
texture.noise_scale = gauss(0.625, 1 / 24)
texture.noise_intensity = 0.2
texture.octaves = 1.0
elif level == 2:
texture.intensity = gauss(1, 1 / 6)
texture.contrast = 0.2
texture.noise_scale = 0.15
texture.octaves = 8.0
elif level == 10:
texture.intensity = gauss(0.25, 1 / 12)
texture.contrast = gauss(1.5, 1 / 6)
texture.noise_scale = 0.5
texture.octaves = 8.0
elif level == 12:
texture.octaves = uniform(1, 3)
elif level > 12:
texture.octaves = uniform(2, 8)
else:
texture.intensity = gauss(1, 1 / 6)
texture.contrast = 0.2
texture.octaves = 8.0
elif texture.type == 'DISTORTED_NOISE':
tempInt = randint(0, 8)
texture.noise_distortion = noises[tempInt]
tempInt = randint(0, 8)
texture.noise_basis = noises[tempInt]
texture.distortion = skewedGauss(2.0, 2.6666, (0.0, 10.0), False)
if level == 0:
texture.noise_scale = gauss(0.625, 1 / 24)
elif level == 2:
texture.noise_scale = 0.15
elif level >= 12:
texture.noise_scale = gauss(0.2, 1 / 48)
elif texture.type == 'STUCCI':
stucciTypes = ['PLASTIC', 'WALL_IN', 'WALL_OUT']
if randint(0, 1) == 0:
texture.noise_type = 'SOFT_NOISE'
else:
texture.noise_type = 'HARD_NOISE'
tempInt = randint(0, 2)
texture.stucci_type = stucciTypes[tempInt]
if level == 0:
tempInt = randint(0, 6)
texture.noise_basis = noises[tempInt]
texture.noise_scale = gauss(0.625, 1 / 24)
elif level == 2:
tempInt = randint(0, 6)
texture.noise_basis = noises[tempInt]
texture.noise_scale = 0.15
elif level >= 12:
tempInt = randint(0, 6)
texture.noise_basis = noises[tempInt]
texture.noise_scale = gauss(0.2, 1 / 30)
else:
tempInt = randint(0, 6)
texture.noise_basis = noises[tempInt]
elif texture.type == 'VORONOI':
metrics = ['DISTANCE', 'DISTANCE_SQUARED', 'MANHATTAN', 'CHEBYCHEV',
'MINKOVSKY_HALF', 'MINKOVSKY_FOUR', 'MINKOVSKY']
# Settings for first dispalcement level:
if level == 0:
tempInt = randint(0, 1)
texture.distance_metric = metrics[tempInt]
texture.noise_scale = gauss(0.625, 1 / 24)
texture.contrast = 0.5
texture.intensity = 0.7
elif level == 2:
texture.noise_scale = 0.15
tempInt = randint(0, 6)
texture.distance_metric = metrics[tempInt]
elif level >= 12:
tempInt = randint(0, 1)
texture.distance_metric = metrics[tempInt]
texture.noise_scale = gauss(0.125, 1 / 48)
texture.contrast = 0.5
texture.intensity = 0.7
else:
tempInt = randint(0, 6)
texture.distance_metric = metrics[tempInt]
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# Generates an object based on one of several different mesh types.
# All meshes have exactly eight vertices, and may be built from either
# tri's or quads.
#
# param: muX - mean X offset value
# sigmaX - X offset standard deviation
# scaleX - X upper and lower bounds
# upperSkewX - Is the distribution upperskewed?
# muY - mean Y offset value
# sigmaY - Y offset standard deviation
# scaleY - Y upper and lower bounds
# upperSkewY - Is the distribution upperskewed?
# muZ - mean Z offset value
# sigmaZ - Z offset standard deviation
# scaleZ - Z upper and lower bounds
# upperSkewY - Is the distribution upperskewed?
# base - base number on the end of the object name
# shift - Addition to the base number for multiple runs.
# scaleDisplace - Scale the displacement maps
#
# return: name - the built name of the object
def generateObject(context, muX, sigmaX, scaleX, upperSkewX, muY, sigmaY,
scaleY, upperSkewY, muZ, sigmaZ, scaleZ, upperSkewZ, base,
shift, scaleDisplace, scale_fac):
x = []
y = []
z = []
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# Cube
# Use parameters to re-scale cube:
# Reversed if/for nesting. Should be a little faster.
if shape == 0:
for j in range(8):
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 1:
for j in range(8):
if j in [0, 1, 3, 4]:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j in [2, 5]:
if sigmaX == 0:
x.append(0)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 4)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j in [6, 7]:
if sigmaX == 0:
x.append(0)
else:
x.append(skewedGauss(0, sigmaX, scaleX, upperSkewX) / 4)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 4)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 2:
for j in range(8):
if j in [0, 2, 5, 7]:
if sigmaX == 0:
x.append(scaleX[0] / 4)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 4)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 4)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 4)
elif j in [1, 3, 4, 6]:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 3:
for j in range(8):
if j > 0:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
else:
if sigmaX == 0:
x.append(0)
else:
x.append(skewedGauss(0, sigmaX, scaleX, upperSkewX) / 8)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 8)
if sigmaZ == 0:
z.append(0)
else:
z.append(skewedGauss(0, sigmaZ, scaleZ, upperSkewZ) / 8)
elif shape == 4:
for j in range(10):
if j in [0, 9]:
if sigmaX == 0:
x.append(0)
else:
x.append(skewedGauss(0, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j in [1, 2, 3, 4]:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j in [5, 7]:
if sigmaX == 0:
x.append(0)
else:
x.append(skewedGauss(0, sigmaX, scaleX, upperSkewX) / 3)
if sigmaY == 0:
y.append(scaleY[0] / 3)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 3)
if sigmaZ == 0:
z.append(0)
else:
z.append(skewedGauss(0, sigmaZ, scaleZ, upperSkewZ) / 6)
elif j in [6, 8]:
if sigmaX == 0:
x.append(scaleX[0] / 3)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 3)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 3)
if sigmaZ == 0:
z.append(0)
else:
z.append(skewedGauss(0, sigmaZ, scaleZ, upperSkewZ) / 6)
elif shape == 5:
for j in range(10):
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if sigmaX == 0:
x.append(0)
else:
x.append(skewedGauss(0, sigmaX, scaleX, upperSkewX) / 8)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 8)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j in [1, 2]:
if sigmaX == 0:
x.append(scaleZ[0] * .125)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) * 0.125)
if sigmaY == 0:
y.append(scaleZ[0] * 0.2165)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) * 0.2165)
if sigmaZ == 0:
z.append(0)
else:
z.append(skewedGauss(0, sigmaZ, scaleZ, upperSkewZ) / 4)
elif j == 3:
if sigmaX == 0:
x.append(scaleX[0] / 4)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 4)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 4)
if sigmaZ == 0:
z.append(0)
else:
z.append(skewedGauss(0, sigmaZ, scaleZ, upperSkewZ) / 4)
elif j in [4, 6]:
if sigmaX == 0:
x.append(scaleX[0] * 0.25)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) * 0.25)
if sigmaY == 0:
y.append(scaleY[0] * 0.433)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) * 0.433)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j == 5:
if sigmaX == 0:
x.append(scaleX[0] / 4)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 4)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j in [7, 9]:
if sigmaX == 0:
x.append(scaleX[0] * 0.10825)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) * 0.10825)
if sigmaY == 0:
y.append(scaleY[0] * 0.2165)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) * 0.2165)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif j == 8:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 4)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 6:
for j in range(7):
if j > 0:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
else:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 7:
for j in range(10):
if j in [1, 3, 4, 5, 8, 9]:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
else:
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(0)
else:
y.append(skewedGauss(0, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 8:
for j in range(7):
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 9:
for j in range(8):
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 10:
for j in range(7):
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
elif shape == 11:
for j in range(7):
if sigmaX == 0:
x.append(scaleX[0] / 2)
else:
x.append(skewedGauss(muX, sigmaX, scaleX, upperSkewX) / 2)
if sigmaY == 0:
y.append(scaleY[0] / 2)
else:
y.append(skewedGauss(muY, sigmaY, scaleY, upperSkewY) / 2)
if sigmaZ == 0:
z.append(scaleZ[0] / 2)
else:
z.append(skewedGauss(muZ, sigmaZ, scaleZ, upperSkewZ) / 2)
# This is for scaling the displacement textures.
# Scale the vertices so that their average is equal to 1 * scale factor.
if scaleDisplace:
averageX = (sum(x) / len(x)) * scale_fac[0]
for i in range(len(x)):
x[i] /= averageX
averageY = (sum(y) / len(y)) * scale_fac[1]
for i in range(len(y)):
y[i] /= averageY
averageZ = (sum(z) / len(z)) * scale_fac[2]
for i in range(len(z)):
z[i] /= averageZ
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# Build vertex and face arrays:
if shape == 1:
verts = [(-x[0],-y[0],-z[0]),(x[1],-y[1],-z[1]),(x[2],-y[2],z[2]),
(-x[3],y[3],-z[3]),(x[4],y[4],-z[4]),(x[5],y[5],z[5]),
(x[6],y[6],z[6]),(x[7],y[7],-z[7])]
faces = [[0,1,2],[0,1,7],[3,0,7],[3,4,7],[1,4,7],[3,4,5],[1,2,6],
[1,4,6],[4,5,6],[0,2,6],[0,3,6],[3,5,6]]
elif shape == 2:
verts = [(-x[0],y[0],-z[0]),(x[1],-y[1],-z[1]),(x[2],y[2],-z[2]),
(-x[3],y[3],-z[3]),(-x[4],-y[4],z[4]),(x[5],y[5],z[5]),
(x[6],y[6],z[6]),(-x[7],y[7],z[7])]
faces = [[0,1,2],[0,2,3],[0,3,7],[0,7,4],[1,4,5],[0,1,4],[5,1,2],
[5,2,6],[3,2,6],[3,6,7],[5,4,7],[5,6,7]]
elif shape == 3:
verts = [(x[0],y[0],z[0]),(x[1],-y[1],-z[1]),(x[2],y[2],-z[2]),
(-x[3],y[3],-z[3]),(x[4],-y[4],z[4]),(x[5],y[5],z[5]),
(-x[6],y[6],z[6]),(-x[7],-y[7],z[7])]
faces = [[0,1,2],[0,2,3],[0,3,6],[0,6,7],[0,7,4],[0,4,1],[5,4,1,2],
[5,6,3,2],[5,4,7,6]]
elif shape == 4:
verts = [(x[0],y[0],z[0]),(x[1],-y[1],-z[1]),(x[2],y[2],-z[2]),
(-x[3],y[3],-z[3]),(-x[4],-y[4],-z[4]),(x[5],-y[5],-z[5]),
(x[6],y[6],-z[6]),(x[7],y[7],-z[7]),(-x[8],y[8],-z[8]),
(x[9],y[9],-z[9])]
faces = [[0,1,6],[0,6,2],[0,2,7],[0,7,3],[0,3,8],[0,8,4],[0,4,5],
[0,5,1],[1,9,2],[2,9,3],[3,9,4],[4,9,1],[1,6,2],[2,7,3],
[3,8,4],[4,5,1]]
elif shape == 5:
verts = [(x[0],y[0],z[0]),(x[1],-y[1],z[1]),(x[2],y[2],z[2]),
(-x[3],y[3],z[3]),(x[4],-y[4],-z[4]),(x[5],y[5],-z[5]),
(x[6],y[6],-z[6]),(-x[7],y[7],-z[7]),(-x[8],y[8],-z[8]),
(-x[9],-y[9],-z[9])]
faces = [[0,1,2],[0,2,3],[0,3,1],[1,4,5],[1,5,2],[2,5,6],[2,6,7],
[2,7,3],[3,7,8],[3,8,9],[3,9,1],[1,9,4],[4,5,9],[5,6,7],
[7,8,9],[9,5,7]]
elif shape == 6:
verts = [(x[0],y[0],z[0]),(x[1],-y[1],-z[1]),(x[2],y[2],-z[2]),
(-x[3],y[3],-z[3]),(-x[4],y[4],z[4]),(-x[5],-y[5],z[5]),
(-x[6],-y[6],-z[6])]
faces = [[0,1,2],[0,2,3,4],[0,1,6,5],[0,4,5],[1,2,3,6],[3,4,5,6]]
elif shape == 7:
verts = [(x[0],y[0],z[0]),(x[1],-y[1],-z[1]),(x[2],y[2],-z[2]),
(x[3],y[3],-z[3]),(-x[4],y[4],-z[4]),(-x[5],y[5],z[5]),
(-x[6],y[6],z[6]),(-x[7],y[7],-z[7]),(-x[8],-y[8],-z[8]),
(-x[9],-y[9],z[9])]
faces = [[0,1,2],[0,2,3],[0,5,6],[0,6,9],[0,1,8,9],[0,3,4,5],
[1,2,7,8],[2,3,4,7],[4,5,6,7],[6,7,8,9]]
elif shape == 8:
verts = [(x[0],y[0],z[0]),(x[1],-y[1],-z[1]),(x[2],y[2],-z[2]),
(-x[3],y[3],-z[3]),(-x[4],-y[4],-z[4]),(-x[5],-y[5],z[5]),
(-x[6],y[6],z[6])]
faces = [[0,2,1],[0,1,4],[0,4,5],[0,5,6],[0,6,3,2],[2,1,4,3],
[3,6,5,4]]
elif shape == 9:
verts = [(-x[0],-y[0],-z[0]),(-x[1],y[1],-z[1]),(-x[2],y[2],z[2]),
(-x[3],-y[3],z[3]),(x[4],-y[4],-z[4]),(x[5],y[5],-z[5]),
(x[6],y[6],z[6]),(x[7],-y[7],z[7])]
faces = [[0,1,6,2],[1,5,7,6],[5,4,3,7],[4,0,2,3],[0,1,5,4],[3,2,6,7]]
elif shape == 10:
verts = [(-x[0],-y[0],-z[0]),(-x[1],y[1],-z[1]),(-x[2],y[2],z[2]),
(x[3],-y[3],z[3]),(x[4],y[4],z[4]),(x[5],y[5],-z[5]),
(x[6],-y[6],-z[6])]
faces = [[0,2,3],[0,3,6],[0,1,5,6],[2,3,4],[0,1,2],[1,2,4,5],[3,4,5,6]]
elif shape == 11:
verts = [(-x[0],-y[0],-z[0]),(-x[1],y[1],-z[1]),(-x[2],y[2],z[2]),
(x[3],-y[3],z[3]),(x[4],y[4],z[4]),(x[5],y[5],-z[5]),
(x[6],-y[6],-z[6])]
faces = [[0,2,3],[0,3,6],[0,1,5,6],[2,3,4],[5,6,3],[1,5,3,4],[0,1,4,2]]
else:
verts = [(-x[0],-y[0],-z[0]),(-x[1],y[1],-z[1]),(-x[2],-y[2],z[2]),
(-x[3],y[3],z[3]),(x[4],-y[4],-z[4]),(x[5],y[5],-z[5]),
(x[6],-y[6],z[6]),(x[7],y[7],z[7])]
faces = [[0,1,3,2],[0,1,5,4],[0,4,6,2],[7,5,4,6],[7,3,2,6],[7,5,1,3]]
name = "Rock." + str(base + shift).zfill(3)
# Make object:
obj = create_mesh_object(context, verts, [], faces, name)
if scaleDisplace:
bpy.data.objects[name].scale = Vector((averageX, averageY, averageZ))
# For a slight speed bump / Readability:
mesh = bpy.data.meshes[name]
# Apply creasing:
if shape == 0:
for i in range(12):
# todo: "0.375 / 3"? WTF? That = 0.125. . . .
# *** Completed 7/15/2011: Changed second one ***
mesh.edges[i].crease = gauss(0.125, 0.125)
elif shape == 1:
mesh.edges[i].crease = gauss(0.5, 0.125)
mesh.edges[i].crease = gauss(0.25, 0.05)
mesh.edges[i].crease = gauss(0.125, 0.025)
elif shape == 2:
for i in range(18):
mesh.edges[i].crease = gauss(0.125, 0.025)
elif shape == 3:
mesh.edges[i].crease = gauss(0.25, 0.05)
mesh.edges[8].crease = gauss(0.5, 0.125)
elif shape == 4:
for i in [5, 6, 7, 10, 14, 16, 19, 21]:
mesh.edges[i].crease = gauss(0.5, 0.125)
elif shape == 7:
for i in range(18):
if i in [0, 1, 2, 3, 6, 7, 8, 9, 13, 16]:
mesh.edges[i].crease = gauss(0.5, 0.125)
elif i in [11,17]:
mesh.edges[i].crease = gauss(0.25, 0.05)
else:
mesh.edges[i].crease = gauss(0.125, 0.025)
elif shape == 8:
for i in range(12):
mesh.edges[i].crease = gauss(0.5, 0.125)
elif i == 11:
mesh.edges[i].crease = gauss(0.25, 0.05)
else:
mesh.edges[i].crease = gauss(0.125, 0.025)
elif shape == 9:
for i in range(12):
mesh.edges[i].crease = gauss(0.5, 0.125)
else:
mesh.edges[i].crease = gauss(0.25, 0.05)
elif shape == 10:
for i in range(12):
mesh.edges[i].crease = gauss(0.5, 0.125)
mesh.edges[i].crease = gauss(0.25, 0.05)
else:
mesh.edges[i].crease = gauss(0.125, 0.025)
elif shape == 11:
for i in range(11):
mesh.edges[i].crease = gauss(0.25, 0.05)
else:
mesh.edges[i].crease = gauss(0.125, 0.025)
return name
# Randomizes the given material given base values.
#
# param: Material to randomize
def randomizeMaterial(material, color, dif_int, rough,
spec_int, spec_hard, mossiness, spec_IOR):
skew = False
stddev = 0.0
lastUsedTex = 1
numTex = 6
baseColor = []
# Diffuse settings:
material.diffuse_shader = 'OREN_NAYAR'
if 0.5 > dif_int:
stddev = dif_int / 3
skew = False
else:
stddev = (1 - dif_int) / 3
skew = True
material.diffuse_intensity = skewedGauss(dif_int, stddev, (0.0, 1.0), skew)
if 1.57 > rough:
stddev = rough / 3
skew = False
else:
stddev = (3.14 - rough) / 3
skew = True
material.roughness = skewedGauss(rough, stddev, (0.0, 3.14), skew)
for i in range(3):
if color[i] > 0.9 or color[i] < 0.1:
baseColor.append(skewedGauss(color[i], color[i] / 30,
(0, 1), color[i] > 0.9))
baseColor.append(gauss(color[i], color[i] / 30))
material.diffuse_color = baseColor
# Specular settings:
material.specular_shader = 'BLINN'
if 0.5 > spec_int:
variance = spec_int / 3
skew = False
else:
variance = (1 - spec_int) / 3
skew = True
material.specular_intensity = skewedGauss(spec_int, stddev,
(0.0, 1.0), skew)
if 256 > spec_hard:
variance = (spec_hard - 1) / 3
skew = False
else:
variance = (511 - spec_hard) / 3
skew = True
material.specular_hardness = int(round(skewedGauss(spec_hard, stddev,
(1.0, 511.0), skew)))
if 5.0 > spec_IOR:
variance = spec_IOR / 3
skew = False
else:
variance = (10.0 - spec_IOR) / 3
skew = True
material.specular_ior = skewedGauss(spec_IOR, stddev, (0.0, 10.0), skew)
# Rock textures:
# Now using slot.texture for texture access instead of
# bpy.data.textures[newTex[<index>]]
# *** Completed on 9/6/2011 ***
# Create the four new textures:
textureTypes = ['MUSGRAVE', 'CLOUDS', 'DISTORTED_NOISE',
'STUCCI', 'VORONOI']
for i in range(numTex):
texColor = []
# Set the active material slot:
material.active_texture_index = i
# Assign a texture to the active material slot:
material.active_texture = bpy.data.textures.new(name = 'stone_tex',
type = 'NONE')
# Store the slot to easy coding access:
slot = material.texture_slots[i]
# If the texture is not a moss texture:
if i > 1:
slot.texture.type = textureTypes[randint(0, 3)]
# Set the texture's color (RGB):
for j in range(3):
if color[j] > 0.9 or color[j] < 0.1:
texColor.append(skewedGauss(color[j], color[j] / 30,
(0, 1), color[j] > 0.9))
texColor.append(gauss(color[j], color[j]/ 30))
slot.color = texColor
# Randomize the value (HSV):
v = material.diffuse_color.v
if v == 0.5:
slot.color.v = gauss(v, v / 3)
elif v > 0.5:
slot.color.v = skewedGauss(v, v / 3, (0, 1), True)
else:
slot.color.v = skewedGauss(v, (1 - v) / 3, (0, 1), False)
# Adjust scale and normal based on texture type:
if slot.texture.type == 'VORONOI':
slot.scale = (gauss(5, 1), gauss(5, 1), gauss(5, 1))
slot.normal_factor = gauss(rough / 10, rough / 30)
elif slot.texture.type == 'STUCCI':
slot.scale = (gauss(1.5, 0.25), gauss(1.5, 0.25),
gauss(1.5, 0.25))
slot.normal_factor = gauss(rough / 10, rough / 30)
elif slot.texture.type == 'DISTORTED_NOISE':
slot.scale = (gauss(1.5, 0.25), gauss(1.5, 0.25),
gauss(1.5, 0.25))
slot.normal_factor = gauss(rough / 10, rough / 30)
elif slot.texture.type == 'MUSGRAVE':
slot.scale = (gauss(1.5, 0.25), gauss(1.5, 0.25),
gauss(1.5, 0.25))
slot.normal_factor = gauss(rough, rough / 3)
elif slot.texture.type == 'CLOUDS':
slot.scale = (gauss(1.5, 0.25), gauss(1.5, 0.25),
gauss(1.5, 0.25))
slot.normal_factor = gauss(rough, rough / 3)
# Set the color influence to 0.5.
# This allows for the moss textures to show:
slot.diffuse_color_factor = 0.5
# Set additional influence booleans:
slot.use_stencil = True