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Created July 22, 2015 15:00
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# filename: colored_rain.py
import bpy
import math
import random
import uuid
def select_type(meshtype="Cube"):
for ob in bpy.context.scene.objects:
ob.select = ob.type == 'MESH' and ob.name.startswith(meshtype)
def deltype(meshtype="Cube"):
select_type(meshtype)
bpy.ops.object.delete()
def makeMaterial(name, diffuse, specular, alpha):
mat = bpy.data.materials.new(name)
mat.diffuse_color = diffuse
mat.specular_color = specular
mat.alpha = alpha
return mat
def randomMaterial():
randvec = (random.random(), random.random(), random.random())
return makeMaterial('mat' + uuid.uuid4().hex[0:6], randvec, (1,1,1), 1)
def setMaterial(ob, mat):
me = ob.data
me.materials.append(mat)
deltype()
def block(x,y,z,rot):
bpy.ops.mesh.primitive_cube_add(
radius=random.random(),
location = (x,y,z/2.0)
)
bpy.ops.rigidbody.object_add()
bpy.context.active_object.rigid_body.type = 'ACTIVE'
rand_axis = (random.random(),random.random(),random.random())
bpy.ops.transform.rotate(value=rot, axis=rand_axis)
setMaterial(bpy.context.object, randomMaterial())
def blocks(x,y,z):
for i in range(4):
x = x + random.random()*2
y = y + random.random()*2
rot = random.random()*2*math.pi
block(x,y,z,rot)
for z in range(2,100):
blocks(0,0,z)
# these are the render settings
bpy.data.scenes['Scene'].render.engine = 'CYCLES'
bpy.data.scenes['Scene'].cycles.samples = 10
bpy.data.scenes['Scene'].frame_end = 100
bpy.data.scenes['Scene'].render.fps = 100
# this command signals the actual render
bpy.context.scene.render.filepath = '/Users/code/output/foo'
bpy.ops.render.render(animation=True, use_viewport=True, write_still=True)
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