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Anonymous1766032525
12-18 08:34
Model Name
futuristic engine 3d model
Tags
machine
rendering
sci-fi
Prompt
import bpy import math def setup_environment(): # 1. Scene Setup (Render Style & Resolution) scene = bpy.context.scene scene.render.engine = 'CYCLES' scene.cycles.device = 'GPU' # Assumes GPU, falls back if needed # "render_style": "Photorealistic 4K" scene.render.resolution_x = 3840 scene.render.resolution_y = 2160 scene.render.resolution_percentage = 100 # "lighting_and_preview": "neutral studio HDRI" world = bpy.context.scene.world world.use_nodes = True bg_node = world.node_tree.nodes['Background'] bg_node.inputs[1].default_value = 1.0 # Strength def create_pbr_material(): # 2. Material Setup ("materials": "physically based (PBR)") mat = bpy.data.materials.new(name="PBR_Generated_Material") mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links # Clear default nodes.clear() # Create Principled BSDF shader = nodes.new(type='ShaderNodeBsdfPrincipled') shader.location = (0, 0) # Create Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 0) links.new(shader.outputs['BSDF'], output.inputs['Surface']) # Create Texture Slots ("maps": ["base_color", "roughness", "metallic", "normal"]) # Note: User must load actual images into these slots tex_coords = nodes.new(type='ShaderNodeTexCoord') mapping = nodes.new(type='ShaderNodeMapping') links.new(tex_coords.outputs['UV'], mapping.inputs['Vector']) node_y = 600 map_types = ["Base Color", "Roughness", "Metallic", "Normal"] for map_type in map_types: tex_node = nodes.new(type='ShaderNodeTexImage') tex_node.label = f"Load {map_type} Here" tex_node.location = (-600, node_y) links.new(mapping.outputs['Vector'], tex_node.inputs['Vector']) # Link to Principled BSDF based on name if map_type == "Base Color": links.new(tex_node.outputs['Color'], shader.inputs['Base Color']) elif map_type == "Roughness": tex_node.image_user.use_auto_refresh = False if hasattr(shader.inputs, 'Roughness'): links.new(tex_node.outputs['Color'], shader.inputs['Roughness']) elif map_type == "Metallic": if hasattr(shader.inputs, 'Metallic'): links.new(tex_node.outputs['Color'], shader.inputs['Metallic']) elif map_type == "Normal": normal_map = nodes.new(type='ShaderNodeNormalMap') normal_map.location = (-300, node_y) links.new(tex_node.outputs['Color'], normal_map.inputs['Color']) links.new(normal_map.outputs['Normal'], shader.inputs['Normal']) node_y -= 300 return mat def setup_cameras(): # 3. Camera Setup ("camera_views": [...]) camera_data = [ {"name": "Cam_Front", "loc": (0, -3, 1), "rot": (math.radians(90), 0, 0)}, {"name": "Cam_Back", "loc": (0, 3, 1), "rot": (math.radians(90), 0, math.radians(180))}, {"name": "Cam_Left", "loc": (-3, 0, 1), "rot": (math.radians(90), 0, math.radians(-90))}, {"name": "Cam_Right", "loc": (3, 0, 1), "rot": (math.radians(90), 0, math.radians(90))}, {"name": "Cam_Top", "loc": (0, 0, 4), "rot": (0, 0, 0)}, {"name": "Cam_Persp_3/4", "loc": (2, -2, 1.5), "rot": (math.radians(60), 0, math.radians(45))}, ] collection = bpy.data.collections.new("Render_Cameras") bpy.context.scene.collection.children.link(collection) for cam in camera_data: c = bpy.data.cameras.new(cam["name"]) o = bpy.data.objects.new(cam["name"], c) o.location = cam["loc"] o.rotation_euler = cam["rot"] collection.objects.link(o) # Execute setup_environment() mat = create_pbr_material() setup_cameras() print("Scene setup complete based on JSON specification.")
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