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@ylegall
Created March 10, 2021 22:26
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import bpy
import bmesh
import random
from mathutils import Vector, noise, Matrix
from math import sin, cos, tau, pi, radians, sqrt
from utils.interpolation import *
from utils.math import *
from utils.color import *
frame_start = 1
total_frames = 120
bpy.context.scene.render.fps = 30
bpy.context.scene.frame_start = frame_start
bpy.context.scene.frame_end = total_frames
random.seed(1)
initial_size = 9.0
max_depth = 4
cubes_per_block = int(4**(max_depth/2))
obj_index = 0
# colors = [0xe4e3db, 0x58a4b0, 0x2b303a, 0xd64933]
colors = [0xe4e3db, 0x588ab0, 0x2c2b3b, 0xEE6723]
material_assignments = [random.randint(0, 2 * len(colors) - 1) for _ in range(cubes_per_block * 8)]
sqrt2 = sqrt(2.0)
class Bounds:
def __init__(self, x0, x1, y0, y1):
self.x0 = x0
self.x1 = x1
self.y0 = y0
self.y1 = y1
def center(self) -> Vector:
center_x = (self.x0 + self.x1) / 2.0
center_y = (self.y0 + self.y1) / 2.0
return Vector((center_x, center_y, 0.0))
def __repr__(self):
return f'Bounds({self.x0},{self.x1},{self.y0},{self.y1})'
def make_materials():
for i in range(len(colors) * 2):
mat = bpy.data.materials.get(f'mat-{i}') or bpy.data.materials.new(f'mat-{i}')
mat.use_nodes = True
node = mat.node_tree.nodes['Principled BSDF']
type = i // len(colors)
color = hex_to_rgb(colors[i % len(colors)])
node.inputs[0].default_value = color # color
node.inputs[5].default_value = 0.6 # specular
node.inputs[15].default_value = 1.0 if type == 2 else 0.0 # transmission
node.inputs[4].default_value = 1.0 if type == 1 else 0.0 # metallic
if type == 0:
node.inputs[7].default_value = 0.35 # roughness
elif type == 1:
node.inputs[7].default_value = 0.20 # roughness
elif type == 2:
node.inputs[7].default_value = 0.15 # roughness
def setup():
col = bpy.data.collections.get('generated')
if not col:
col = bpy.data.collections.new('generated')
bpy.context.scene.collection.children.link(col)
block_parent = bpy.data.objects.get('block-parent')
if not block_parent:
block_parent = bpy.data.objects.new('block-parent', None)
col.objects.link(block_parent)
small_array_empty = bpy.data.objects.get('small_array_empty')
if not small_array_empty:
small_array_empty = bpy.data.objects.new('small_array_empty', None)
col.objects.link(small_array_empty)
small_array_empty.scale.x = 1.0 / 3.0
small_array_empty.scale.y = 1.0 / 3.0
main_obj = bpy.data.objects.get('main-object')
if not main_obj:
main_obj = bpy.data.objects.new('main-object', bpy.data.meshes.new('main-mesh'))
col.objects.link(main_obj)
small_array = main_obj.modifiers.new('small-array', type='ARRAY')
small_array.use_relative_offset = False
small_array.use_object_offset = True
small_array.offset_object = small_array_empty
small_array.count = 7
bevel = main_obj.modifiers.new('bevel', type='BEVEL')
bevel.segments = 3
bevel.width = 2.0
bevel.offset_type = 'PERCENT'
bevel.angle_limit = radians(30.0)
make_materials()
def noise_value(t: float, seed: int, radius: float = 0.23) -> float:
offset = polar(tau * t, radius) + Vector((seed * sqrt2, seed * pi, 0.0))
return noise.noise(offset, noise_basis='BLENDER')
def replace_mesh(obj, new_mesh):
old_mesh = obj.data
obj.data = new_mesh
if old_mesh:
bpy.data.meshes.remove(old_mesh, do_unlink=True)
def make_cube(
t: float,
bounds: Bounds,
offset: Vector,
bm: bmesh.types.BMesh
):
global obj_index
height = noise_value(t, obj_index, radius=0.09)
height = remap(height, -1.0, 1.0, 0.1, 2.3)
scale = (
Matrix.Scale(bounds.x1 - bounds.x0, 4, Vector((1.0, 0.0, 0.0))) @
Matrix.Scale(bounds.y1 - bounds.y0, 4, Vector((0.0, 1.0, 0.0))) @
Matrix.Scale(height, 4, Vector((0.0, 0.0, 1.0)))
)
tile_translation = Matrix.Translation(offset)
cube_translation = Matrix.Translation(bounds.center())
lift_translation = Matrix.Translation(Vector((0.0, 0.0, 0.5)))
matrix = cube_translation @ tile_translation @ scale @ lift_translation
bm2 = bmesh.new()
new_mesh = bpy.data.meshes.new('cube')
bmesh.ops.create_cube(bm2, size=1.0, matrix=matrix)
for face in bm2.faces:
face.material_index = material_assignments[obj_index]
bm2.to_mesh(new_mesh)
bm.from_mesh(new_mesh)
bpy.data.meshes.remove(new_mesh, do_unlink=True)
bm2.free()
obj_index += 1
def make_block_recursive(
t: float,
bounds: Bounds,
offset: Vector,
level: int,
split_seed: int,
bm: bmesh.types.BMesh
):
if level >= max_depth:
make_cube(t, bounds, offset, bm)
return
pct = noise_value(t, split_seed, radius=0.15)
pct = remap(pct, -1.0, 1.0, 0.15, 0.85)
is_x_split = level % 2 == 0
split = mix(bounds.x0, bounds.x1, pct) if is_x_split else mix(bounds.y0, bounds.y1, pct)
new_low_bounds = Bounds(bounds.x0, split, bounds.y0, bounds.y1) if is_x_split else \
Bounds(bounds.x0, bounds.x1, bounds.y0, split)
new_high_bounds = Bounds(split, bounds.x1, bounds.y0, bounds.y1) if is_x_split else \
Bounds(bounds.x0, bounds.x1, split, bounds.y1)
make_block_recursive(t, new_low_bounds, offset, level + 1, 2 * split_seed + 1, bm)
make_block_recursive(t, new_high_bounds, offset, level + 1, 2 * split_seed + 2, bm)
def make_block(
t: float,
tile_index: int,
bm: bmesh.types.BMesh
):
offset_x = initial_size * (-1 + (tile_index % 3))
offset_y = initial_size * (-1 + (tile_index // 3))
offset = Vector((offset_x, offset_y, 0.0))
bounds = Bounds(
-initial_size / 2.0,
initial_size / 2.0,
-initial_size / 2.0,
initial_size / 2.0,
)
make_block_recursive(t, bounds, offset, 0, 0, bm)
def make_geometry(t: float):
global obj_index
obj_index = 0
bm = bmesh.new()
for i in range(9):
if i != 4:
make_block(t, i, bm)
main_obj = bpy.data.objects.get('main-object')
new_mesh = bpy.data.meshes.new('new_mesh')
for i in range(len(colors) * 2):
new_mesh.materials.append(bpy.data.materials[f'mat-{i}'])
bm.to_mesh(new_mesh)
replace_mesh(main_obj, new_mesh)
bm.free()
def frame_update(scene):
frame = scene.frame_current
t = (frame - 1) / float(total_frames)
make_geometry(t)
main_obj = bpy.data.objects['main-object']
small_array_empty = bpy.data.objects['small_array_empty']
scale_value = 3.0**t
main_obj.scale.x = scale_value
main_obj.scale.y = scale_value
small_array_empty.scale.x = scale_value / 3.0
small_array_empty.scale.y = scale_value / 3.0
setup()
bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(frame_update)
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