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#22dmc67zbq
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Vos changements créent un nouveau collage lié à celui-ci — l’original reste intact.
nouvelle version
Vos changements créent un nouveau collage lié à celui-ci — l’original reste intact.
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import blender import bpy import random # Clear existing objects in the scene bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Helper function to create materials def create_material(name, r, g, b): mat = bpy.data.materials.new(name=name) mat.use_nodes = True nodes = mat.node_tree.nodes principled = nodes.get("Principled BSDF") if principled: principled.inputs['Base Color'].default_value = (r, g, b, 1.0) return mat # Create color palette colors = { 'road': create_material('RoadMat', 0.1, 0.1, 0.1), 'light_b': create_material('LightB', 0.2, 0.5, 0.8), 'dark_b': create_material('DarkB', 0.7, 0.3, 0.3), 'yellow_b': create_material('YellowB', 0.9, 0.7, 0.2), 'car': create_material('CarMat', 0.1, 0.6, 0.3), 'pole': create_material('PoleMat', 0.4, 0.4, 0.4) } # 1. Create the Road Base bpy.ops.mesh.primitive_plane_add(size=30, location=(0, 0, 0)) road = bpy.context.active_object road.name = "Road_Base" road.data.materials.append(colors['road']) # 2. Generate 20+ Objects (Buildings, Cars, Streetlights) obj_count = 0 # Side 1 Buildings (Left) for i in range(6): h = random.uniform(4.0, 8.0) bpy.ops.mesh.primitive_cube_add(size=1, location=(-6, -10 + (i * 4), h/2)) b = bpy.context.active_object b.name = f"Building_L_{i}" b.scale = (3, 3, h) b.data.materials.append(random.choice([colors['light_b'], colors['dark_b'], colors['yellow_b']])) obj_count += 1 # Side 2 Buildings (Right) for i in range(6): h = random.uniform(4.0, 8.0) bpy.ops.mesh.primitive_cube_add(size=1, location=(6, -10 + (i * 4), h/2)) b = bpy.context.active_object b.name = f"Building_R_{i}" b.scale = (3, 3, h) b.data.materials.append(random.choice([colors['light_b'], colors['dark_b'], colors['yellow_b']])) obj_count += 1 # Streetlights (Poles + Lamps) for i in range(4): y_pos = -8 + (i * 6) # Pole bpy.ops.mesh.primitive_cylinder_add(radius=0.1, depth=3, location=(-3.5, y_pos, 1.5)) p = bpy.context.active_object p.name = f"LightPole_{i}" p.data.materials.append(colors['pole']) obj_count += 1 # Lamp head bpy.ops.mesh.primitive_uv_sphere_add(radius=0.2, location=(-3.5, y_pos, 3.1)) lh = bpy.context.active_object lh.name = f"LampHead_{i}" lh.data.materials.append(colors['yellow_b']) obj_count += 1 # Cars scattered on the street for i in range(4): bpy.ops.mesh.primitive_cube_add(size=1, location=(random.uniform(-1.5, 1.5), -12 + (i * 7), 0.4)) car = bpy.context.active_object car.name = f"Car_{i}" car.scale = (1.2, 2.2, 0.7) car.rotation_euler = (0, 0, random.uniform(-0.1, 0.1)) car.data.materials.append(colors['car']) obj_count += 1 # 3. Lights + Shadows Setup bpy.ops.object.light_add(type='SUN', radius=1, location=(5, -5, 12)) sun = bpy.context.active_object sun.name = "Main_Sun" sun.data.energy = 4.0 sun.data.use_shadow = True sun.rotation_euler = (0.6, 0.4, 0.2) # 4. Camera Setup bpy.ops.object.camera_add(location=(0, -18, 5)) cam = bpy.context.active_object cam.name = "Scene_Camera" cam.rotation_euler = (1.35, 0, 0) # Tilted downward slightly to look down the street bpy.context.scene.camera = cam print(f"Generated {obj_count} objects dynamically with colors, lights, and a camera.")