Created
May 12, 2012 13:21
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another alternative _ ugly using ops
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import bpy | |
import re | |
from urllib.request import urlopen | |
import math | |
#usage | |
# - set to cycles first | |
# - unselect any objects. | |
# - run. | |
remote_location = "http://dribbble.com/shots/550651-Dune-Runner" | |
def regex_this(html): | |
pattern = '<a href="\/colors\/(.*)"' | |
matches = re.findall(pattern, html) | |
return [i[:6] for i in matches] | |
def get_html(remote_location): | |
html_raw = urlopen(remote_location) | |
html = html_raw.readall().decode() | |
return ''.join(html) | |
def color_hex_to_BSDF_input(group): | |
rgb = [group[i:i+2] for i in range(0, 6, 2)] | |
r, g, b = [(int(col, 16)/255) for col in rgb] | |
return r, g, b, 1.0 | |
def get_colors_from_html(remote_location): | |
html = get_html(remote_location) | |
return regex_this(html) | |
def make_object(pos, col): | |
## GEOMETRY, the ugly way - but perhaps it serves a purpose to illustrate the process. | |
# create circle with up axis being x, size 0.2 | |
bpy.ops.mesh.primitive_circle_add( vertices=32, radius=.2, rotation=(0.0, 0.5*math.pi, 0.0)) | |
bpy.ops.object.editmode_toggle() | |
# extrude scale circle to .8 in y/z direction | |
bpy.ops.mesh.extrude_region_move() | |
bpy.ops.transform.resize( value=(0.0, 4.0, 4.0)) | |
# extrude scale circle to 1.0 in y/z direction | |
bpy.ops.mesh.extrude_region_move() | |
bpy.ops.transform.resize( value=(0.0, 1.25, 1.25)) | |
# extrude and translate to provide edge loops for the subdiv smoothing | |
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(.2,0,0)}) | |
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(.8,0,0)}) | |
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(.8,0,0)}) | |
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(.2,0,0)}) | |
# extrude scale circle to 0.8 in y/z direction | |
bpy.ops.mesh.extrude_region_move() | |
bpy.ops.transform.resize( value=(0.0, 0.8, 0.8)) | |
# extrude scale circle to 0.2 in y/z direction | |
bpy.ops.mesh.extrude_region_move() | |
bpy.ops.transform.resize( value=(0.0, .25, .25)) | |
# unify normals, set smooth shading | |
bpy.ops.mesh.select_all(action='TOGGLE') | |
bpy.ops.mesh.select_all(action='TOGGLE') | |
bpy.ops.mesh.normals_make_consistent(inside=False) | |
bpy.ops.object.editmode_toggle() | |
bpy.ops.object.shade_smooth() | |
## MODIFIERS | |
bpy.ops.object.modifier_add(type='SUBSURF') | |
## MATERIAL | |
new_obj = bpy.context.active_object | |
new_obj.location = (float(pos*2), 0.0, 0.0) | |
new_obj.data.materials.append(col) | |
def create_objects_and_materials(color_group, col_name='swatch'): | |
for idx, color in enumerate(color_group): | |
col = pymat.new(col_name + str(idx)) | |
col.use_nodes = True | |
rgb_values = color_hex_to_BSDF_input(color) | |
Diffuse_BSDF = col.node_tree.nodes['Diffuse BSDF'] | |
Diffuse_BSDF.inputs[0].default_value = rgb_values | |
make_object(idx, col) | |
pymat = bpy.data.materials | |
color_group = get_colors_from_html(remote_location) | |
create_objects_and_materials(color_group) |
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