pular para o conteúdo principal
paste
bin
.ca
type · paste · share
⌘
K
Família
A família bin
pastebin.ca
central
Share text and code with expiry and privacy controls.
imagebin.ca
Upload and share images with direct links.
filebin.ca
Drop a file and get a shareable link.
notebin.ca
Write Markdown notes with durable links.
turl.ca
Short, reputation-checked links.
attn.ca
Notifications and alerts for your services.
voicebin.ca
Record and share short voice clips.
dnsbin.ca
Inspect DNS and debug records.
Docs
Entrar
?
← voltar para a publicação
›
Editar / bifurcar
Publicação sem título
#22dmc67zbq
public / public
nova versão
anônimo
criado 2 days ago
Expira em 5 days
3.3 KB
sintaxe:
text
Suas alterações criam uma nova publicação vinculada a esta — a original não é alterada.
nova versão
Suas alterações criam uma nova publicação vinculada a esta — a original não é alterada.
Título (opcional)
Nome do arquivo
Sintaxe
text
text
bash
c
cpp
css
diff
dockerfile
go
html
ini
java
javascript
json
kotlin
lua
makefile
markdown
nginx
php
python
ruby
rust
shellscript
sql
swift
toml
typescript
xml
yaml
Visibilidade
Feed público
Acesso
public
Expira
7 dias
10 min
1 hora
1 dia
7 dias
30 dias
90 dias
personalizada…
Expiração personalizada
Nota da alteração
(opcional)
Esta publicação aparecerá no feed público. Altere Visibilidade se quiser compartilhar apenas por link.
Criar nova versão
Cancelar
Cole ou digite…
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.")