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Update app.py
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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
import tqdm
os.putenv("XDG_RUNTIME_DIR", '.')
os.environ['XDG_RUNTIME_DIR'] = '.'
fin_rend = './rendered_scene.png'
fin_blend = './exp_scene.blend'
fin_glb = './exp_scene.glb'
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=[]
print(bpy.app.version_string)
def add_planet(name, radius, mass, distance_from_sun):
material = bpy.data.materials.new(name="Mymarsmat"+str(random.randint(1,36)))
material.use_nodes = True
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")
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.data.materials.append(material)
planet["mass"] = mass
bpy.context.view_layer.objects.active = planet
planet.select_set(True)
planet.animation_data_create()
planet.animation_data.action = bpy.data.actions.new(name="RotationAction_"+planet.name)
start_frame = 1
duration=2
end_frame = int(duration * 10)
planet.rotation_mode = 'XYZ'
planet.keyframe_insert(data_path="rotation_euler", index=2, frame=start_frame)
for frame in range(start_frame, end_frame + 1):
##angle = (frame / end_frame) * 2 * math.pi
##x = radius * math.cos(angle)
##y = planet.location.y
##z = radius * math.sin(angle)
##planet.location = (x, y, z)
##planet.keyframe_insert(data_path="location", index=-1, frame=frame)
angle = math.radians(frame * 18)
planet.rotation_euler = (0, 0, angle)
planet.keyframe_insert(data_path="rotation_euler", index=-1, frame=frame)
##return planet
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 = planet.location.y
z = radius * math.sin(angle)
planet.location = (x, y, z)
planet.keyframe_insert(data_path="location", index=-1, frame=frame)
def add_animated_space_rocks(name):
bpy.context.scene.render.fps = 10
duration = 2
radius=2
bpy.ops.mesh.primitive_uv_sphere_add(radius=random.uniform(0.03, 0.1), location=(random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-4, 9)))
space_rock = bpy.context.active_object
space_rock.name = ""+name+"_"+str(random.randint(1,100))+""
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=20)
bpy.context.view_layer.objects.active = space_rock
space_rock.select_set(True)
def create_particle_effects_animation():
##wip
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
particle_system.particle_system.settings.render_type = 'OBJECT'
particle_system.particle_system.settings.instance_object = bpy.data.objects["ParticleOne"]
emitter.keyframe_insert(data_path="location", index=-1, frame=1)
emitter.location = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10))
emitter.keyframe_insert(data_path="location", index=-1, frame=20)
def create_meteor_with_particle_system():
##wip
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])
meteor.location = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10))
bpy.context.view_layer.objects.active = meteor
meteor.select_set(True)
meteor.animation_data_create()
meteor.animation_data.action = bpy.data.actions.new(name="OrbitAction")
start_frame = 1
duration=2
radius=3
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 = meteor.location.z
meteor.location = (x, y, z)
meteor.keyframe_insert(data_path="location", index=-1, frame=frame)
###meteor.keyframe_insert(data_path="location", frame=1)
##meteor.location = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10))
##meteor.keyframe_insert(data_path="location", frame=20)
def create_scene():
world = bpy.context.scene.world
if not world.use_nodes:
world.use_nodes = True
##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
bg_node = world.node_tree.nodes.get('Background')
bg_node.inputs['Color'].default_value = (0, 0, 0, 1)
##tex_environment = world.node_tree.nodes.new('ShaderNodeTexEnvironment')
##tex_environment.image = img
##world = bpy.context.scene.world
##tx_node = world.node_tree.nodes['Background']
##world.node_tree.links.new(tex_environment.outputs[0], tx_node.inputs[0])
##img = bpy.data.images.load(image_path)
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)
for i in range(30):
add_animated_space_rocks("spacerock")
create_meteor_with_particle_system()
##create_particle_effects_animation()
##create_planet_flyby_animation(planet1, 4, 2)
##visualize_planets()
scene = bpy.context.scene
render = scene.render
render.resolution_x = 1920
render.resolution_y = 1080
render.engine = 'BLENDER_EEVEE'
create_scene()
def export_blend():
bpy.ops.wm.save_as_mainfile(filepath='./exp_scene.blend')
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
apol.append(last_created_file)
return last_created_file
def render_scene(sny,progress=gr.Progress(track_tqdm=True)):
bpy.context.scene.render.filepath = './rendered_scene.png'
bpy.ops.render.render(animation=False, write_still=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')
apol.append(imoge)
moog = gr.Model3D(value=sny)
return apol, sny, moog
def export_glb():
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)
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
apol.append(last_created_file)
return last_created_file
def render_anim(sny,progress=gr.Progress(track_tqdm=True)):
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
apol.append(last_created_file)
moog = gr.Model3D(value=sny)
return apol[0], sny, moog
with gr.Blocks() as iface:
with gr.Column():
moog = gr.Model3D()
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)
siy = gr.File(value=export_blend(),interactive=False)
ony.click(fn=render_scene, inputs=[sny], outputs=[rdr,sny,moog])
twy.click(fn=render_anim, inputs=[sny], outputs=[rani,sny,moog])
iface.queue(max_size=1,api_open=False)
iface.launch(max_threads=20,inline=False,show_api=False)