算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
create-3d-scene【设计与创意】Set up a Blender scene programmatically via Python (bpy) with objects, materials, lighting, camera, and environment configuration. Use when creating reproducible 3D visualization scenes, automating product or architectural rendering setup, generating multiple scene variations programmatically, building template scenes for batch rendering workflows, o…
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以 Python API(bpy)程設全 Blender 場。設場層、加網件、以點基 shader 造 PBR 材、位光與機、立境/世設。
| 入 | 型 | 述 | 例 |
|---|---|---|---|
| 場規 | 設 | 件、材、光需 | 品寸、材色、光設 |
| 出需 | 參 | 解、渲擎、質設 | 1920x1080、Cycles、128 樣 |
| 資路 | 檔路 | 外模、紋、HDRI | /path/to/hdri.exr、product_model.obj |
| 機設 | 參 | 位、旋、焦距、DOF | location=(7,-7,5)、lens=50mm |
| 境 | 設 | 世 shader、背、環設 | HDRI 光、純色、梯 |
建含正引與構之 Python 本:
#!/usr/bin/env python3
"""
Scene setup script for Blender.
Usage: blender --background --python setup_scene.py
"""
import bpy
import math
import os
from pathlib import Path
def clear_scene():
"""Remove all objects from the scene."""
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
# Clear orphaned data
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
for block in bpy.data.materials:
if block.users == 0:
bpy.data.materials.remove(block)
def main():
clear_scene()
# Scene setup steps follow
if __name__ == "__main__":
main()
得: 本含 clear_scene() 與 main() 敗: 察 Python 文法、驗 bpy 於 Blender 境中可引
建原或引網件:
def add_objects():
"""Add mesh objects to scene."""
# Add cube
bpy.ops.mesh.primitive_cube_add(
size=2.0,
location=(0, 0, 1)
)
cube = bpy.context.active_object
cube.name = "Product_Base"
# Add sphere
bpy.ops.mesh.primitive_uv_sphere_add(
radius=1.0,
segments=32,
ring_count=16,
location=(3, 0, 1)
)
sphere = bpy.context.active_object
sphere.name = "Detail_Sphere"
# Import external model (optional)
# bpy.ops.import_scene.obj(filepath="model.obj")
return cube, sphere
得: 件現於場,名與位正 敗: 察操文法、驗坐、保名無衝
用 shader 點設 PBR 材:
def create_material(name, base_color, metallic=0.0, roughness=0.5):
"""Create a PBR material with node setup."""
# Create material
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Clear default nodes
nodes.clear()
# Add Principled BSDF
node_bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
node_bsdf.location = (0, 0)
node_bsdf.inputs['Base Color'].default_value = base_color + (1.0,) # Add alpha
node_bsdf.inputs['Metallic'].default_value = metallic
node_bsdf.inputs['Roughness'].default_value = roughness
# Add Material Output
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = (300, 0)
# Link nodes
links.new(node_bsdf.outputs['BSDF'], node_output.inputs['Surface'])
return mat
def apply_materials(cube, sphere):
"""Apply materials to objects."""
# Create materials
mat_red = create_material("RedPlastic", (0.8, 0.1, 0.1), metallic=0.0, roughness=0.4)
mat_metal = create_material("Metal", (0.8, 0.8, 0.8), metallic=1.0, roughness=0.2)
# Assign to objects
if cube.data.materials:
cube.data.materials[0] = mat_red
else:
cube.data.materials.append(mat_red)
if sphere.data.materials:
sphere.data.materials[0] = mat_metal
else:
sphere.data.materials.append(mat_metal)
得: 材顯於 shader 編輯器含正點連 敗: 察點型存、驗連文法、保色值於 [0,1]
配光以照場:
def setup_lighting():
"""Add lights to scene."""
# Sun light
bpy.ops.object.light_add(
type='SUN',
location=(5, 5, 10)
)
sun = bpy.context.active_object
sun.name = "KeyLight"
sun.data.energy = 3.0
sun.rotation_euler = (math.radians(45), 0, math.radians(45))
# Area light (fill light)
bpy.ops.object.light_add(
type='AREA',
location=(-4, -4, 6)
)
area = bpy.context.active_object
area.name = "FillLight"
area.data.energy = 200.0
area.data.size = 5.0
area.rotation_euler = (math.radians(60), 0, math.radians(-135))
# Point light (rim light)
bpy.ops.object.light_add(
type='POINT',
location=(2, -5, 3)
)
point = bpy.context.active_object
point.name = "RimLight"
point.data.energy = 500.0
得: 三光含合強與位 敗: 按渲擎調能值、察旋式
設機含正框:
def setup_camera():
"""Add and configure camera."""
bpy.ops.object.camera_add(
location=(7, -7, 5)
)
camera = bpy.context.active_object
camera.name = "MainCamera"
# Point camera at origin
direction = (0, 0, 1) - camera.location
rot_quat = direction.to_track_quat('-Z', 'Y')
camera.rotation_euler = rot_quat.to_euler()
# Camera settings
camera.data.lens = 50 # Focal length in mm
camera.data.dof.use_dof = True
camera.data.dof.focus_distance = 10.0
camera.data.dof.aperture_fstop = 2.8
# Set as active camera
bpy.context.scene.camera = camera
得: 機位含正焦距與 DOF 敗: track_to 敗→用簡旋法、驗鏡單
配世 shader 與背:
def setup_world():
"""Configure world environment."""
world = bpy.data.worlds['World']
world.use_nodes = True
nodes = world.node_tree.nodes
links = world.node_tree.links
# Clear default nodes
nodes.clear()
# Add Environment Texture (for HDRI)
node_env = nodes.new(type='ShaderNodeTexEnvironment')
node_env.location = (-300, 0)
# Load HDRI if available
hdri_path = "/path/to/hdri.exr"
if os.path.exists(hdri_path):
node_env.image = bpy.data.images.load(hdri_path)
# Add Background shader
node_bg = nodes.new(type='ShaderNodeBackground')
node_bg.location = (0, 0)
node_bg.inputs['Strength'].default_value = 1.0
# Add World Output
node_output = nodes.new(type='ShaderNodeOutputWorld')
node_output.location = (300, 0)
# Link nodes
links.new(node_env.outputs['Color'], node_bg.inputs['Color'])
links.new(node_bg.outputs['Background'], node_output.inputs['Surface'])
得: 世 shader 含 HDRI 或純背 敗: 檔缺→略 HDRI 載,獨用 Background 含色
立基渲參:
def setup_render_settings():
"""Configure render settings."""
scene = bpy.context.scene
# Render engine
scene.render.engine = 'CYCLES' # or 'BLENDER_EEVEE'
scene.cycles.samples = 128
scene.cycles.use_denoising = True
# Output settings
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.resolution_percentage = 100
# File format
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
scene.render.image_settings.color_depth = '16'
scene.render.filepath = "/tmp/render_"
得: 渲參已配、可渲 敗: 察擎名、驗解值為正整
建組以理:
def organize_collections():
"""Organize objects into collections."""
# Create collections
col_geometry = bpy.data.collections.new("Geometry")
col_lights = bpy.data.collections.new("Lights")
col_cameras = bpy.data.collections.new("Cameras")
# Link to scene
bpy.context.scene.collection.children.link(col_geometry)
bpy.context.scene.collection.children.link(col_lights)
bpy.context.scene.collection.children.link(col_cameras)
# Move objects to collections
for obj in bpy.data.objects:
# Unlink from main collection
bpy.context.scene.collection.objects.unlink(obj)
# Link to appropriate collection
if obj.type == 'MESH':
col_geometry.objects.link(obj)
elif obj.type == 'LIGHT':
col_lights.objects.link(obj)
elif obj.type == 'CAMERA':
col_cameras.objects.link(obj)
得: 件組於名組中便理 敗: 建前察組存、理孤件
(r, g, b, 1.0)bpy.context.scene.camera = camera_objectmath.radians() 度轉弧