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Glass greenhouse 3D Models

Find the best Glass greenhouse 3D Models, free download in STL, FBX, GLB, OBJ, 3MF, USDZ for 3D modeling and creation in Blender, 3D printing, game developing, animation, eCommerce, AR/VR and etc. Generated by Tripo AI 3D Generator.

haz invernadero de fresa con una área del suelo acolchada de plástico negro
Anonymous1763930391
Anonymous1762958142
Create a 3d cozy greenhouse (building included required) filled with potato plant, few tomato plant and one or two string of garlic. accros the windows of the greenhouse there is a river and beyond that river some hobbit holes (as hobbit home). Take this picture as reference
Anonymous1762476210
Anonymous1762211822
Anonymous1760887295
Anonymous1760411524
a green glass lab with plant pots inside like a green house with sun rays coming inside
Anonymous1743428772
Anonymous1760198493
Anonymous1760090923
Anonymous1757843018
import bpy
import math
from mathutils import Vector

# --- Nadiifi waxyaabaha jirta ---
bpy.ops.wm.read_factory_settings(use_empty=True)

# --- Parameters ---
farm_size = 1000.0  # in meters
half = farm_size / 2.0

# Crop plot dimensions (quarter each)
plot_w = farm_size / 2.0
plot_h = farm_size / 2.0

# Greenhouse dimensions
gh_length = 50.0
gh_width = 30.0
gh_height = 20.0

# Drip irrigation spacing
irrigation_interval = 5.0  # meters between drip lines

# Camera animation length
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 30 * scene.render.fps  # 30 seconds animation

# --- Create ground plane ---
bpy.ops.mesh.primitive_plane_add(size=farm_size, location=(0, 0, 0))
ground = bpy.context.active_object
ground.name = "Ground"

# Add material to ground
mat_g = bpy.data.materials.new(name="GroundMat")
mat_g.diffuse_color = (0.4, 0.8, 0.4, 1.0)
ground.data.materials.append(mat_g)

# --- Function to create crop region ---
def make_crop_region(x_center, y_center, dx, dy, color):
    bpy.ops.mesh.primitive_plane_add(size=1, location=(x_center, y_center, 0))
    obj = bpy.context.active_object
    obj.name = f"Crop_{x_center:.1f}_{y_center:.1f}"
    obj.scale = (dx / 2.0, dy / 2.0, 1)
    mat = bpy.data.materials.new(name=f"Mat_{x_center}_{y_center}")
    mat.diffuse_color = (*color, 1.0)
    obj.data.materials.append(mat)
    return obj

# --- Create 4 crop areas ---
# Yaanyo (top-left)
make_crop_region(-half/2, half/2, plot_w, plot_h, (1.0, 0.0, 0.0))  # red
# Strawberry (top-right)
make_crop_region(half/2, half/2, plot_w, plot_h, (0.8, 0.2, 0.2))
# Basbaas (bottom-left)
make_crop_region(-half/2, -half/2, plot_w, plot_h, (0.0, 1.0, 0.0))
# Qamadi (bottom-right)
make_crop_region(half/2, -half/2, plot_w, plot_h, (1.0, 1.0, 0.0))

# --- Create greenhouse ---
bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, gh_height/2))
gh = bpy.context.active_object
gh.name = "Greenhouse"
gh.scale = (gh_length/2, gh_width/2, gh_height/2)

# Make greenhouse transparent material
mat_gh = bpy.data.materials.new(name="GreenhouseMat")
mat_gh.use_nodes = True
nodes = mat_gh.node_tree.nodes
links = mat_gh.node_tree.links
for n in nodes:
    nodes.remove(n)
# Nodes
node_out = nodes.new(type="ShaderNodeOutputMaterial")
node_bsdf = nodes.new(type="ShaderNodeBsdfGlass")
node_bsdf.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0)
node_bsdf.inputs["Roughness"].default_value = 0.1
links.new(node_bsdf.outputs["BSDF"], node_out.inputs["Surface"])
gh.data.materials.append(mat_gh)

# --- Create drip irrigation lines ---
def add_drip_line(x_start, y, length):
    bpy.ops.curve.primitive_bezier_curve_add(location=(x_start, y, 0.01))
    c = bpy.context.active_object
    c.name = "DripLine"
    # scale in x-direction
    c.scale = (length, 1, 1)
    # bevel to make it visible
    c.data.bevel_depth = 0.02
    c.data.bevel_resolution = 3
    mat = bpy.data.materials.new(name="PipeMat")
    mat.diffuse_color = (0.1, 0.1, 0.1, 1.0)
    c.data.materials.append(mat)
    return c

# Create drip lines in each crop area
y_positions = [half/4, -half/4]
x_min = -half
x_max = half
for y in y_positions:
    y_base = y
    x = x_min
    while x <= x_max:
        add_drip_line(x, y_base, farm_size)
        x += irrigation_interval

# --- Camera setup and animation path ---
cam_data = bpy.data.cameras.new("Camera")
cam = bpy.data.objects.new("Camera", cam_data)
scene.collection.objects.link(cam)
scene.camera = cam

# Create a path (Bezier curve) for camera
bpy.ops.curve.primitive_bezier_curve_add()
path = bpy.context.active_object
path.name = "CamPath"
# adjust control points
p0 = path.data.splines[0].bezier_points[0]
p1 = path.data.splines[0].bezier_points[1]
p0.co = Vector((-half, -half, 50))
p1.co = Vector((half, half, 80))
# optional handle tweaks to smooth
p0.handle_right_type = 'AUTO'
p1.handle_left_type = 'AUTO'
Anonymous1759396117
Anonymous1752670061
Anonymous1752670061
Abandoned Victorian-style glass greenhouse dome, broken and shattered panels, intricate wrought iron framework, overgrown with dead ivy vines, dusk lighting, cinematic, moody, octane render, 8k, wide shot
Anonymous1744012263
Anonymous1736960739
old faded victorian glass greenhouse overgrown with autumn vines and falling leaves, cracked glass panels, rusty metal frame, watercolor hand-painted style, soft diffused light, low poly, VRChat optimized
Anonymous1774008517
old faded victorian glass greenhouse overgrown with autumn vines and falling leaves, cracked glass panels, rusty metal frame, watercolor hand-painted style, soft diffused light, low poly, VRChat optimized
Anonymous1774008517
Anonymous1771160189
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