pixelate_3d.py 3.91 KiB
# gpl author: liero
# very simple 'pixelization' or 'voxelization' engine #
bl_info = {
"name": "3D Pixelate",
"author": "liero",
"version": (0, 5, 3),
"blender": (2, 74, 0),
"location": "View3D > Tool Shelf",
"description": "Creates a 3d pixelated version of the object",
"category": "Object"}
# Note: winmgr properties are moved to the operator
import bpy
from bpy.types import Operator
from bpy.props import (
FloatProperty,
IntProperty,
)
def pix(self, obj):
sce = bpy.context.scene
obj.hide = obj.hide_render = True
mes = obj.to_mesh(sce, True, 'RENDER')
mes.transform(obj.matrix_world)
dup = bpy.data.objects.new('dup', mes)
sce.objects.link(dup)
dup.instance_type = 'VERTS'
sce.objects.active = dup
bpy.ops.object.mode_set()
ver = mes.vertices
for i in range(250):
fin = True
for i in dup.data.edges:
d = ver[i.vertices[0]].co - ver[i.vertices[1]].co
if d.length > self.size:
ver[i.vertices[0]].select = True
ver[i.vertices[1]].select = True
fin = False
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=1, smoothness=self.smooth)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()
if fin:
break
for i in ver:
for n in range(3):
i.co[n] -= (.001 + i.co[n]) % self.size
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.mesh.delete(type='EDGE_FACE')
bpy.ops.object.mode_set()
sca = self.size * (100 - self.gap) * .005
bpy.ops.mesh.primitive_cube_add(layers=[True] + [False] * 19)
bpy.ops.transform.resize(value=[sca] * 3)
bpy.context.view_layer.objects.active = dup
bpy.ops.object.parent_set(type='OBJECT')
class Pixelate(Operator):
bl_idname = "object.pixelate"
bl_label = "Pixelate Object"
bl_description = ("Create a 3d pixelated version of the object\n"
"using a Duplivert Box around each copied vertex\n"
"With high poly objects, it can take some time\n"
"Needs an existing Active Mesh Object")
bl_options = {'REGISTER', 'UNDO'}
size: FloatProperty(
name="Size",
min=.05, max=5,
default=.25,
description="Size of the cube / grid \n"
"Small values (below 0.1) can create a high polygon count"
)
gap: IntProperty(
name="Gap",
min=0, max=90,
default=10,
subtype='PERCENTAGE',
description="Separation - percent of size"
)
smooth: FloatProperty(
name="Smooth",
min=0, max=1,
default=.0,
description="Smooth factor when subdividing mesh"
)
@classmethod
def poll(cls, context):
return (context.active_object and
context.active_object.type == 'MESH' and
context.mode == 'OBJECT')
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.prop(self, "size")
col.prop(self, "gap")
layout.prop(self, "smooth")
def execute(self, context):
objeto = bpy.context.object
try:
pix(self, objeto)
except Exception as e:
self.report({'WARNING'},
"Some operations could not be performed (See Console for more info)")
print("\n[Add Advanced Objects]\nOperator: "
"object.pixelate\nError: {}".format(e))
return {'CANCELLED'}
return {'FINISHED'}
def register():
bpy.utils.register_class(Pixelate)
def unregister():
bpy.utils.unregister_class(Pixelate)
if __name__ == '__main__':
register()