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@CGArtPython
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Beginner Blender Python tutorial code for creating a simple material and using a noise mask to control the roughness (tutorial video: https://youtu.be/D6Rm4WvVvoI)
# give Python access to Blender's functionality
import bpy
# extend Python's math functionality
import math
# extend Python functionality to generate random numbers
import random
def partially_clean_the_scene():
# select all object in the scene
bpy.ops.object.select_all(action="SELECT")
# delete all selected objects in the scene
bpy.ops.object.delete()
# make sure we remove data that was connected to the objects we just deleted
bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)
def create_noise_mask(material):
"""Add a set of nodes to create a noise mask using:
* Texture Coordinate node
* Mapping node
* Noise Texture node
* Color Ramp node
"""
node_location_x_step = 300
node_location_x = -node_location_x_step
# create a Color Ramp node
# https://docs.blender.org/api/current/bpy.types.ShaderNodeValToRGB.html
color_ramp_node = material.node_tree.nodes.new(type="ShaderNodeValToRGB")
color_ramp_node.color_ramp.elements[0].position = 0.45
color_ramp_node.color_ramp.elements[1].position = 0.5
color_ramp_node.location.x = node_location_x
node_location_x -= node_location_x_step
# create a Noise Texture node
# https://docs.blender.org/api/current/bpy.types.ShaderNodeTexNoise.html#bpy.types.ShaderNodeTexNoise
noise_texture_node = material.node_tree.nodes.new(type="ShaderNodeTexNoise")
noise_texture_node.inputs["Scale"].default_value = random.uniform(1.0, 20.0)
noise_texture_node.location.x = node_location_x
node_location_x -= node_location_x_step
# create a Mapping node
# https://docs.blender.org/api/current/bpy.types.ShaderNodeMapping.html#bpy.types.ShaderNodeMapping
mapping_node = material.node_tree.nodes.new(type="ShaderNodeMapping")
mapping_node.inputs["Rotation"].default_value.x = math.radians(random.uniform(0.0, 360.0))
mapping_node.inputs["Rotation"].default_value.y = math.radians(random.uniform(0.0, 360.0))
mapping_node.inputs["Rotation"].default_value.z = math.radians(random.uniform(0.0, 360.0))
mapping_node.location.x = node_location_x
node_location_x -= node_location_x_step
# create a Texture Coordinate node
texture_coordinate_node = material.node_tree.nodes.new(type="ShaderNodeTexCoord")
texture_coordinate_node.location.x = node_location_x
# connect the nodes
# https://docs.blender.org/api/current/bpy.types.NodeTree.html#bpy.types.NodeTree
# https://docs.blender.org/api/current/bpy.types.NodeLinks.html#bpy.types.NodeLinks
material.node_tree.links.new(noise_texture_node.outputs["Color"], color_ramp_node.inputs["Fac"])
material.node_tree.links.new(mapping_node.outputs["Vector"], noise_texture_node.inputs["Vector"])
material.node_tree.links.new(texture_coordinate_node.outputs["Generated"], mapping_node.inputs["Vector"])
return color_ramp_node
def create_material(name):
# create new material
material = bpy.data.materials.new(name=name)
# enable creating a material via nodes
material.use_nodes = True
# get a reference to the Principled BSDF shader node
principled_bsdf_node = material.node_tree.nodes["Principled BSDF"]
# set the base color of the material
principled_bsdf_node.inputs["Base Color"].default_value = (0.8, 0.120827, 0.0074976, 1)
# set the metallic value of the material
principled_bsdf_node.inputs["Metallic"].default_value = 1.0
color_ramp_node = create_noise_mask(material)
material.node_tree.links.new(color_ramp_node.outputs["Color"], principled_bsdf_node.inputs["Roughness"])
return material
def add_mesh():
# create an ico sphere
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=5)
# shade smooth
bpy.ops.object.shade_smooth()
# get reference to mesh object
mesh_obj = bpy.context.active_object
return mesh_obj
def main():
partially_clean_the_scene()
name = "my_generated_material"
material = create_material(name)
mesh_obj = add_mesh()
# apply the material to the mesh object
mesh_obj.data.materials.append(material)
main()
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