bpy.ops.object.effector_add(type='VORTEX', location=origin)
vortex = bpy.context.object
return vortex
def createVoxelTexture(domain):
tex = bpy.data.textures.new('VoxelTex', type = 'VOXEL_DATA')
voxdata = tex.voxel_data
voxdata.file_format = 'SMOKE'
voxdata.domain_object = domain
return tex
def createVolumeMaterial(tex):
mat = bpy.data.materials.new('VolumeMat')
mat.type = 'VOLUME'
vol = mat.volume
vol.density = 0.0
vol.density_scale = 8.0
vol.scattering = 6.0
vol.asymmetry = 0.3
vol.emission = 0.3
vol.emission_color = (1,1,1)
vol.transmission_color = (0.9,0.2,0)
vol.reflection = 0.7
vol.reflection_color = (0.8,0.9,0)
# Для удаления эффекта пикселизации
vol.step_size = 0.05
# Добавление текстуры Voxel data
mtex = mat.texture_slots.add
mtex.texture = tex
mtex.texture_coords = 'ORCO'
mtex.use_map_density = True
mtex.use_map_emission = True
mtex.use_map_scatter = False
mtex.use_map_reflect = True
mtex.use_map_color_emission = True
mtex.use_map_color_transmission = True
mtex.use_map_color_reflection = True
mtex.density_factor = 1.0
mtex.emission_factor = 0.2
mtex.scattering_factor = 0.2
mtex.reflection_factor = 0.3
mtex.emission_color_factor = 0.9
mtex.transmission_color_factor = 0.5
mtex.reflection_color_factor = 0.6
return mat
def addFloor(origin):
# Создание пола, который принимает прозрачные тени
bpy.ops.mesh.primitive_plane_add(
location = origin,
rotation = (0, 0, pi/4))
bpy.ops.transform.resize(value=(4, 4, 4))
bpy.ops.transform.resize(value=(2, 2, 2),
constraint_axis=(True, False, False),
constraint_orientation='LOCAL')
floor = bpy.context.object
mat = bpy.data.materials.new('Floor')
mat.use_transparent_shadows = True
floor.data.materials.append(mat)
return
def setupWorld:
scn = bpy.context.scene
# Синее blend (смешанное) небо
scn.world.use_sky_blend = True
scn.world.horizon_color = (0.25, 0.3, 0.4)
scn.world.zenith_color = (0, 0, 0.7)
# PAL 4:3 render
scn.render.resolution_x = 720
scn.render.resolution_y = 567
return
def run(origin):
domain = createDomain(origin)
flow = createFlow(origin-Vector((0,0,3.5)))
vortex = createVortexEffector(origin)
tex = createVoxelTexture(domain)
mat = createVolumeMaterial(tex)
domain.data.materials.append(mat)
return
if __name__ == "__main__":
for ob in
bpy.context.scene.objects:
bpy.context.scene.objects.unlink(ob)
addFloor(Vector((0,0,-4)))
setupWorld
# Освещение и камера
bpy.ops.object.lamp_add( type = 'POINT',
location=(4,6,1))
bpy.ops.object.lamp_add( type = 'POINT', location=(-7,-5,0))
bpy.ops.object.camera_add(location=Vector((8,-8,3)),
rotation=(pi/3, 0, pi/6))
run(Vector((0,0,0)))