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import bpy
import gradio as gr
import math
import os
import random
from diffusers.utils import load_image
from PIL import Image
import PIL.Image
##from io_scene_gltf2.blender.exp import gltf2_blender_export
os.putenv("XDG_RUNTIME_DIR", '.')
fin_rend = './rendered_scene.png'
fin_pth = './path_to_exp.blend'
fin_blend = './exp_scene.blend'
fin_obj = './exp_scene.obj'
fin_glb = './exp_scene.glb'
fin_gltf = './exp_scene.gltf'
fin_anim = './animation.mp4'
img = bpy.data.images.load('./STScI-01G8H1NK4W8CJYHF2DDFD1W0DQ.png')
earth_texture = bpy.data.images.load('./ear0xuu2.jpg')
mars_texture = bpy.data.images.load('mar0kuu2.jpg')
apol=[]
def add_planet(name, radius, mass, distance_from_sun):
material = bpy.data.materials.new(name="Mymarsmat"+str(random.randint(1,36)))
##material = bpy.data.materials.new(name="MyMaterial")
material.use_nodes = True
##for node in material.node_tree.nodes:
## material.node_tree.nodes.remove(node)
image_texture_node = material.node_tree.nodes.new('ShaderNodeTexImage')
if name=="mars":
image_texture_node.image = bpy.data.images.load("mar0kuu2.jpg")
else:
image_texture_node.image = bpy.data.images.load("ear0xuu2.jpg")
# Link the image texture node to the principled shader
bsdf_node = material.node_tree.nodes.get('Principled BSDF')
material.node_tree.links.new(bsdf_node.inputs['Base Color'], image_texture_node.outputs['Color'])
bpy.ops.mesh.primitive_uv_sphere_add(radius=radius, location=(distance_from_sun * random.uniform(-8, 8), random.uniform(-8, 8), random.uniform(-8, 3)))
planet = bpy.context.active_object
planet.name = name
##planet_material = bpy.data.materials.new(name=name + "_texture")
planet.data.materials.append(material)
planet["mass"] = mass
return planet
def visualize_planets():
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and "mass" in obj:
obj.select_set(True)
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
bpy.context.scene.cursor.location = (0, 0, 0)
##visualize_planets()
def create_planet_flyby_animation(planet, radius, duration):
bpy.context.view_layer.objects.active = planet
planet.select_set(True)
planet.animation_data_create()
planet.animation_data.action = bpy.data.actions.new(name="OrbitAction")
start_frame = 1
end_frame = int(duration * 10)
for frame in range(start_frame, end_frame + 1):
angle = (frame / end_frame) * 2 * math.pi
x = radius * math.cos(angle)
y = radius * math.sin(angle)
z = planet.location.z # Maintain the planet's z-coordinate
planet.location = (x, y, z)
planet.keyframe_insert(data_path="location", index=-1, frame=frame)
##create_planet_flyby_animation(planet, radius, 2)
def add_animated_space_rocks():
bpy.context.scene.render.fps = 10
duration = 2
for i in range(30):
bpy.ops.mesh.primitive_uv_sphere_add(radius=random.uniform(0.01, 0.1), location=(random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-4, 9)))
space_rock = bpy.context.active_object
space_rock.keyframe_insert(data_path="location", frame=1)
space_rock.location = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10))
space_rock.keyframe_insert(data_path="location", frame=duration * bpy.context.scene.render.fps)
def create_particle_effects_animation():
bpy.context.scene.render.fps = 10
duration = 2
bpy.ops.mesh.primitive_uv_sphere_add(radius=random.uniform(0.05, 0.10), location=(random.uniform(-1, 1), random.uniform(-1, 1), 1))
emitter = bpy.context.active_object
emitter.name = "ParticleEmitter"
particle_system = emitter.modifiers.new(name="ParticleSettings", type='PARTICLE_SYSTEM')
particle_system.particle_system.settings.count = 30
particle_system.particle_system.settings.frame_start = 1
particle_system.particle_system.settings.frame_end = duration * bpy.context.scene.render.fps
# Set the particle system to be rendered as an object
particle_system.particle_system.settings.render_type = 'OBJECT'
particle_system.particle_system.settings.instance_object = bpy.data.objects["ParticleOne"]
# Animate the emitter's location, rotation, and scale
emitter.keyframe_insert(data_path="location", index=-1, frame=1)
emitter.location = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10)) # Set the new location for the end of the animation
emitter.keyframe_insert(data_path="location", index=-1, frame=duration * bpy.context.scene.render.fps)
def create_meteor_with_particle_system():
# Create a mesh object to serve as the meteor
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4, radius=0.25, location=(random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10)))
meteor = bpy.context.active_object
meteor.name = "Meteor"
meteor_material = bpy.data.materials.new(name="MeteorMaterial")
meteor.data.materials.append(meteor_material)
meteor.active_material.use_nodes = True
nodes = meteor.active_material.node_tree.nodes
emission_node = nodes.new(type='ShaderNodeEmission')
emission_node.inputs[0].default_value = (0.0, 0.0, 1.0, 1) # Blue color
output_node = nodes.get("Material Output")
material_link = meteor.active_material.node_tree.links.new
material_link(emission_node.outputs[0], output_node.inputs[0])
bpy.ops.mesh.primitive_uv_sphere_add(radius=random.uniform(0.01, 0.04), location=(random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10)))
partone = bpy.context.active_object
partone.name = "ParticleOne"
particle_settings = meteor.modifiers.new(name="EnergySpheres", type='PARTICLE_SYSTEM')
particle_settings.particle_system.settings.count = 100
particle_settings.particle_system.settings.lifetime = random.uniform(10, 20)
particle_settings.particle_system.settings.frame_start = 1
particle_settings.particle_system.settings.frame_end = 20
particle_settings.particle_system.settings.use_emit_random = True
particle_settings.particle_system.settings.render_type = 'OBJECT'
particle_settings.particle_system.settings.instance_object = bpy.data.objects["ParticleOne"]
meteor.keyframe_insert(data_path="location", index=-1, frame=1)
meteor.location = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10))
meteor.keyframe_insert(data_path="location", index=-1, frame=20)
def create_scene():
scene = bpy.context.scene
render = scene.render
render.resolution_x = 1920
render.resolution_y = 1080
render.engine = 'BLENDER_EEVEE'
##world = bpy.context.scene.world
##bg_node = world.node_tree.nodes['Background']
##bg_node.image = img
##env_data = bpy.data.worlds['World'].node_tree.nodes['Background'].input
##env_data.default_value = img
##tex_environment = bpy.data.worlds['World'].node_tree.nodes.new('ShaderNodeTexEnvironment')
##tex_environment.image = img
##world = bpy.context.scene.world
##bg_node = world.node_tree.nodes['Background']
##world.node_tree.links.new(tex_environment.outputs[0], bg_node.inputs[0])
##img = bpy.data.images.load(image_path)
world = bpy.context.scene.world
if not world.use_nodes:
world.use_nodes = True
tree = world.node_tree
bg_node = tree.nodes.new(type='ShaderNodeTexEnvironment')
bg_node.image = img
tree.links.new(bg_node.outputs[0], tree.nodes['Background'].inputs[0])
##world.light_settings.use_ambient_occlusion = True
##world.light_settings.ao_factor = 0.5
##world.light_settings.ao_factor = 0.5
##world.light_settings.use_environment_light = True
##world.light_settings.environment_energy = 0.5
bpy.data.objects['Cube'].select_set(True)
bpy.ops.object.delete()
bpy.data.objects['Camera'].select_set(True)
bpy.ops.object.delete()
light_data = bpy.data.lights.new(name="NewLight", type='SUN')
light_data.energy = 30
light_object = bpy.data.objects.new(name="NewLight", object_data=light_data)
scene.collection.objects.link(light_object)
light_object.location = (3.0, 5.0, 11.0)
camera_data = bpy.data.cameras.new(name='Camera')
camera = bpy.data.objects.new('Camera', camera_data)
bpy.context.collection.objects.link(camera)
bpy.context.scene.camera = camera
camera.location = (0, 0, 10)
camera.rotation_euler = (0, 0, 0)
##planet1 = add_planet("earth", 2.5, 1, 0)
##planet2 = add_planet("mars", 1.75, 0.5, 1.5)
add_planet("earth", 2.5, 1, 0)
add_planet("mars", 1.75, 0.5, 1.5)
##bpy.context.active_object=None
add_animated_space_rocks()
create_meteor_with_particle_system()
create_particle_effects_animation()
##create_planet_flyby_animation(planet1, 4, 2)
create_scene()
def export_blend():
##bpy.ops.wm.save_mainfile(filepath='./path_to_exp.blend')
bpy.ops.wm.save_as_mainfile(filepath='./exp_scene.blend')
##bpy.ops.export_scene.obj(filepath='./exp_scene.obj', export_format='OBJ', export_materials='EXPORT')
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB', check_existing=False, export_image_format='AUTO', export_materials='EXPORT', export_cameras=True, export_lights=True)
##bpy.ops.export_scene.gltf(filepath='./exp_scene.gltf', export_selected=False)
##cntxt = bpy.context
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB')
##bpy.ops.export_scene.gltf(cntxt, RenderSettings)
last_created_time = 0
last_created_file = None
apol=[]
for root, dirs, files in os.walk('.'):
for file in files:
file_path = os.path.join(root, file)
created_time = os.path.getctime(file_path)
if created_time > last_created_time:
last_created_time = created_time
last_created_file = file_path
##imoge = load_image(last_created_file).convert('RGB').resize((512, 512))
apol.append(last_created_file)
##return last_created_file
##return fin_rend
##return apol
return last_created_file
def render_scene(blk,sny):
bpy.context.scene.render.filepath = './rendered_scene.png'
bpy.ops.render.render(animation=False, write_still=True)
##bpy.ops.render.opengl(animation=False, render_keyed_only=False, sequencer=False, write_still=True, view_context=False)
##imoge = load_image(fin_rend)
##imoge.save('./rendered_scene.png', 'PNG')
##imoge = PIL.Image(fin_rend)
##imoge = load_image().convert('RGB').resize((512, 512))
last_created_time = 0
last_created_file = None
apol=[]
for root, dirs, files in os.walk('.'):
for file in files:
file_path = os.path.join(root, file)
created_time = os.path.getctime(file_path)
if created_time > last_created_time:
last_created_time = created_time
last_created_file = file_path
imoge = load_image(last_created_file).convert('RGB').resize((512, 512))
apol.append(imoge)
##blk=gr.HTML(value="""<html><head><title>Three.js Blender Scene Viewer</title><style>body { margin: 0; } canvas { display: block; } </style></head><body><script src='https://threejs.org/build/three.js'></script><script src='https://threejs.org/examples/jsm/loaders/GLTFLoader.js'></script><script> var scene, camera, renderer; function init() { scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.z = 5; renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); var loader = new THREE.GLTFLoader(); loader.load('"""+sny+"""', function(gltf) { scene.add(gltf.scene); }, undefined, function(error) { console.error(error); }); }; function animate(){ requestAnimationFrame(animate); renderer.render(scene, camera); }; init(); animate();</script></body></html>""")
pckg = f"/file={sny}"
moog = gr.Model3D(value=sny)
return apol, f"""<iframe src="file=frame.html" width="100%" height="200px" data-glb="exp_scene.glb"></iframe>""", sny, moog
##blk=gr.HTML(value=html)
##return last_created_file
##return fin_rend
##return apol,blk,sny
def export_obj():
##bpy.ops.wm.save_mainfile(filepath='./path_to_exp.blend')
##bpy.ops.wm.save_as_mainfile(filepath='./exp_scene.blend')
##bpy.ops.export_scene.obj(filepath='./exp_scene.obj', export_format='OBJ', export_materials='EXPORT')
bpy.ops.export_scene.gltf(filepath="./exp_scene.obj", export_format='OBJ', export_selected=False, export_apply=False, export_texcoords='TANGENT', export_normals='FACE', export_materials='EXPORT', export_colors='EXPORT', export_cameras='EXPORT', export_lights='EXPORT', export_displacement='NONE', export_animations=True, export_frame_range=True, export_frame_step=1, export_force_sampling=False, export_current_frame=False, export_extras=True)
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB', check_existing=False, export_image_format='AUTO', export_materials='EXPORT', export_cameras=True, export_lights=True)
##bpy.ops.export_scene.gltf(filepath='./exp_scene.gltf', export_selected=False)
##cntxt = bpy.context
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB')
##bpy.ops.export_scene.gltf(cntxt, RenderSettings)
last_created_time = 0
last_created_file = None
apol=[]
for root, dirs, files in os.walk('.'):
for file in files:
file_path = os.path.join(root, file)
created_time = os.path.getctime(file_path)
if created_time > last_created_time:
last_created_time = created_time
last_created_file = file_path
##imoge = load_image(last_created_file).convert('RGB').resize((512, 512))
apol.append(last_created_file)
##return last_created_file
##return fin_rend
return apol
def export_glb():
##bpy.ops.wm.save_mainfile(filepath='./path_to_exp.blend')
##bpy.ops.wm.save_as_mainfile(filepath='./exp_scene.blend')
##bpy.ops.export_scene.obj(filepath='./exp_scene.obj', export_format='OBJ', export_materials='EXPORT')
##for ob in bpy.context.scene.objects:
## ob.select_set(False)
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB', export_image_format='NONE', export_materials='NONE', export_cameras=True, export_lights=True)
bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB')##, export_image_format='AUTO', export_materials='EXPORT', export_cameras=True, export_lights=True)
##export_settings = {
##'filepath': './exp_scene.glb',
##'export_format': 'GLB',
##'gltf_current_frame': 1,
##}
##gltf2_blender_export.save(bpy.context, export_settings)
##bpy.ops.export_scene.gltf(filepath="./exp_scene.glb", export_format='GLB', export_selected=False, export_apply=False, export_texcoords=True, export_normals=True, export_materials=True, export_colors=True, export_cameras=True, export_lights=True, export_displacement=False, export_animations=True, export_frame_range=True, export_frame_step=1, export_force_sampling=False, export_current_frame=False, export_extras=True)
##bpy.ops.export_scene.gltf(filepath='./exp_scene.gltf', export_selected=False)
##cntxt = bpy.context
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB')
##bpy.ops.export_scene.gltf(cntxt, RenderSettings)
last_created_time = 0
last_created_file = None
apol=[]
for root, dirs, files in os.walk('.'):
for file in files:
file_path = os.path.join(root, file)
created_time = os.path.getctime(file_path)
if created_time > last_created_time:
last_created_time = created_time
last_created_file = file_path
##imoge = load_image(last_created_file).convert('RGB').resize((512, 512))
apol.append(last_created_file)
##return last_created_file
##return fin_rend
##return apol
return last_created_file
def export_gltf():
##bpy.ops.wm.save_mainfile(filepath='./path_to_exp.blend')
##bpy.ops.wm.save_as_mainfile(filepath='./exp_scene.blend')
##bpy.ops.export_scene.obj(filepath='./exp_scene.obj', export_format='OBJ', export_materials='EXPORT')
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB', check_existing=False, export_image_format='AUTO', export_materials='EXPORT', export_cameras=True, export_lights=True)
##bpy.ops.export_scene.gltf(filepath='./exp_scene.gltf',export_format='GLTF_SEPARATE')
bpy.ops.export_scene.gltf(filepath='./exp_scene.gltf',export_format='GLB')
##cntxt = bpy.context
##bpy.ops.export_scene.gltf(filepath='./exp_scene.glb', export_format='GLB')
##bpy.ops.export_scene.gltf(cntxt, RenderSettings)
last_created_time = 0
last_created_file = None
apol=[]
for root, dirs, files in os.walk('.'):
for file in files:
file_path = os.path.join(root, file)
created_time = os.path.getctime(file_path)
if created_time > last_created_time:
last_created_time = created_time
last_created_file = file_path
##imoge = load_image(last_created_file).convert('RGB').resize((512, 512))
apol.append(last_created_file)
##return last_created_file
##return fin_rend
##return apol
return last_created_file
def render_anim():
bpy.context.scene.render.image_settings.file_format = 'FFMPEG'
bpy.context.scene.render.ffmpeg.format = 'MPEG4'
bpy.context.scene.render.ffmpeg.codec = 'H264'
bpy.context.scene.render.ffmpeg.constant_rate_factor = 'HIGH'
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = 20
bpy.context.scene.render.filepath = './animation.mp4'
bpy.ops.render.render(animation=True)
last_created_time = 0
last_created_file = None
apol=[]
for root, dirs, files in os.walk('.'):
for file in files:
file_path = os.path.join(root, file)
created_time = os.path.getctime(file_path)
if created_time > last_created_time:
last_created_time = created_time
last_created_file = file_path
##imoge = load_image(last_created_file).convert('RGB').resize((512, 512))
apol.append(last_created_file)
##return last_created_file
##return fin_rend
return apol[0]
##return fin_anim
##export_glb()
##export_gltf()
##export_blend()
with gr.Blocks() as iface:
with gr.Column():
# HTML block to view the exported scene using Three.js
moog = gr.Model3D()
##zery = gr.Button("create Scene")
ony = gr.Button("render Image")
twy = gr.Button("render Animation")
rani = gr.Video()
rdr = gr.Gallery(columns=1)
sny = gr.File(value=export_glb(),interactive=False)
##sey = gr.File(value=export_gltf(),interactive=False)
siy = gr.File(value=export_blend(),interactive=False)
blk=gr.HTML(value="")
ony.click(render_scene, [blk,sny], [rdr,blk,sny,moog])
twy.click(render_anim, None, rani)
iface.launch()