Create an example game-like stage with just the Blender 2.80 script

As a practice of Blender 2.8 script, we will create a stage that looks like a ** example game **. image.png (Image video)

image.png (This is a real High Trestle Trail Bridge (Iowa))

Completed video

We are planning to do something like this.

image.png

Source code

import bpy
import numpy as np

#Reset the status quo
for mat in bpy.data.materials:
    bpy.data.materials.remove(mat)
for cam in bpy.data.cameras:
    bpy.data.cameras.remove(cam)
for obj in bpy.data.objects:
    bpy.data.objects.remove(obj)
for obj in bpy.context.scene.objects:
    bpy.data.objects.remove(obj)

Import modules and reset the status quo, if nothing else.

scaffold

I will make a scaffold for the time being. First of all, the cube.

#Make a scaffold
bpy.ops.mesh.primitive_cube_add(location=(0,0,-50))
bpy.context.object.scale = (2,2,50)

image.png

Create a material and apply it.

#Set black material
bpy.data.materials.new(name = 'black')
mat = bpy.data.materials['black']
mat.use_nodes = True
node_tree = mat.node_tree
mat_node = node_tree.nodes['Principled BSDF']
mat_node.inputs['Base Color'].default_value = (0,0,0,1)
mat_node.inputs['Metallic'].default_value = 1
mat_node.inputs['Specular'].default_value = 1

#Apply black material to scaffolding
bpy.ops.object.material_slot_add()
bpy.context.object.active_material=mat

image.png

Scaffolding (frame)

Make a frame. Use the WIREFRAME modifier.

#Make a frame
bpy.ops.mesh.primitive_cube_add(location=(0,0,-50))
bpy.data.objects['Cube.001'].scale=(2,2,50)
bpy.ops.object.transform_apply(scale=True)
bpy.ops.object.modifier_add(type='WIREFRAME')
bpy.context.object.modifiers['Wireframe'].thickness = 0.05

image.png

Create a material that glows blue and apply it to the frame.

#Set luminescent material (blue)
bpy.data.materials.new(name = 'blue')
mat = bpy.data.materials['blue']
mat.use_nodes = True
node_tree = mat.node_tree
mat_node = node_tree.nodes.new('ShaderNodeEmission')
mat_node.inputs['Color'].default_value = (0,0,1,1)
mat_node.inputs['Strength'].default_value = 500
matout = node_tree.nodes['Material Output']
node_tree.links.new(mat_node.outputs[0], matout.inputs[0])

#Apply luminescent material (blue) to the frame
mat = bpy.data.materials['blue']
bpy.ops.object.material_slot_add()
bpy.context.object.active_material=mat

image.png

If ʻuse_nodes is set to True, Principled BSDF is applied by default, but if you use other shaders, create a new node with node_tree.nodes.new` and link it with the output node. I have to let you. The processing around that is

mat_node = node_tree.nodes.new('ShaderNodeEmission')

When

node_tree.links.new(mat_node.outputs[0], matout.inputs[0])

Will be.

Twisted frame

I will make a twisted frame that extends far away. Generate while twisting the plane, and use WIREFRAME again.

#Make a twisted frame
for i in range(50):
    bpy.ops.mesh.primitive_plane_add(size=15,location=(0,i*5+10,0),rotation=(np.pi/2,i/5,0))
    bpy.ops.object.modifier_add(type='WIREFRAME')
    bpy.context.object.modifiers['Wireframe'].thickness = 0.8
    mat = bpy.data.materials['black']
    bpy.ops.object.material_slot_add()
    bpy.context.object.active_material=mat

image.png

The black material has already been created, so you can reuse it by simply calling it with mat = bpy.data.materials ['black'].

Make rails

Let's lay the red and blue rails. First create a red version of the luminous material.

#Set luminescent material (red)
bpy.data.materials.new(name = 'red')
mat = bpy.data.materials['red']
mat.use_nodes = True
node_tree = mat.node_tree
mat_node = node_tree.nodes.new('ShaderNodeEmission')
mat_node.inputs['Color'].default_value = (1,0,0,1)
mat_node.inputs['Strength'].default_value = 100
matout = node_tree.nodes['Material Output']
node_tree.links.new(mat_node.outputs[0], matout.inputs[0])

And rail creation again.

#Make rails
poslist = [
    [ 4,0,-2],
    [ 4,0, 2],
    [-4,0,-2],
    [-4,0, 2]
    ]

for pos in poslist:
    bpy.ops.mesh.primitive_cube_add(size=1,location=pos)
    bpy.context.object.scale = [0.2,800,0.2]
    if bpy.context.object.location[2] > 1:
        mat = bpy.data.materials['red']
        bpy.ops.object.material_slot_add()
        bpy.context.object.active_material=mat
    else:
        mat = bpy.data.materials['blue']
        bpy.ops.object.material_slot_add()
        bpy.context.object.active_material=mat

image.png

camera

Finally, turn on the camera.

#Set camera
bpy.ops.object.camera_add(location=(2,-10,2))
bpy.data.objects['Camera'].rotation_euler = (np.pi*1/2, 0, 0)
bpy.data.cameras[0].lens = 20

After that, if you render with a black background,

image.png

It looks like this.

All source code

Combine the previous ones into one source.

import bpy
import numpy as np

#Reset the status quo
for mat in bpy.data.materials:
    bpy.data.materials.remove(mat)
for cam in bpy.data.cameras:
    bpy.data.cameras.remove(cam)
for obj in bpy.data.objects:
    bpy.data.objects.remove(obj)
for obj in bpy.context.scene.objects:
    bpy.data.objects.remove(obj)

#Make a scaffold
bpy.ops.mesh.primitive_cube_add(location=(0,0,-50))
bpy.context.object.scale = (2,2,50)

#Set black material
bpy.data.materials.new(name = 'black')
mat = bpy.data.materials['black']
mat.use_nodes = True
node_tree = mat.node_tree
mat_node = node_tree.nodes['Principled BSDF']
mat_node.inputs['Base Color'].default_value = (0,0,0,1)
mat_node.inputs['Metallic'].default_value = 1
mat_node.inputs['Specular'].default_value = 1

#Apply black material to scaffolding
bpy.ops.object.material_slot_add()
bpy.context.object.active_material=mat

#Make a frame
bpy.ops.mesh.primitive_cube_add(location=(0,0,-50))
bpy.data.objects['Cube.001'].scale=(2,2,50)
bpy.ops.object.transform_apply(scale=True)
bpy.ops.object.modifier_add(type='WIREFRAME')
bpy.context.object.modifiers['Wireframe'].thickness = 0.050

#Set luminescent material (blue)
bpy.data.materials.new(name = 'blue')
mat = bpy.data.materials['blue']
mat.use_nodes = True
node_tree = mat.node_tree
mat_node = node_tree.nodes.new('ShaderNodeEmission')
mat_node.inputs['Color'].default_value = (0,0,1,1)
mat_node.inputs['Strength'].default_value = 500
matout = node_tree.nodes['Material Output']
node_tree.links.new(mat_node.outputs[0], matout.inputs[0])

#Apply luminescent material (blue) to the frame
mat = bpy.data.materials['blue']
bpy.ops.object.material_slot_add()
bpy.context.object.active_material=mat

#Make a twisted frame
for i in range(50):
    bpy.ops.mesh.primitive_plane_add(size=15,location=(0,i*5+10,0),rotation=(np.pi/2,i/5,0))
    bpy.ops.object.modifier_add(type='WIREFRAME')
    bpy.context.object.modifiers['Wireframe'].thickness = 0.8
    mat = bpy.data.materials['black']
    bpy.ops.object.material_slot_add()
    bpy.context.object.active_material=mat

#Set luminescent material (red)
bpy.data.materials.new(name = 'red')
mat = bpy.data.materials['red']
mat.use_nodes = True
node_tree = mat.node_tree
mat_node = node_tree.nodes.new('ShaderNodeEmission')
mat_node.inputs['Color'].default_value = (1,0,0,1)
mat_node.inputs['Strength'].default_value = 100
matout = node_tree.nodes['Material Output']
node_tree.links.new(mat_node.outputs[0], matout.inputs[0])

#Make rails
poslist = [
    [ 4,0,-2],
    [ 4,0, 2],
    [-4,0,-2],
    [-4,0, 2]
    ]

for pos in poslist:
    bpy.ops.mesh.primitive_cube_add(size=1,location=pos)
    bpy.context.object.scale = [0.2,800,0.2]
    if bpy.context.object.location[2] > 1:
        mat = bpy.data.materials['red']
        bpy.ops.object.material_slot_add()
        bpy.context.object.active_material=mat
    else:
        mat = bpy.data.materials['blue']
        bpy.ops.object.material_slot_add()
        bpy.context.object.active_material=mat

#Set camera
bpy.ops.object.camera_add(location=(2,-10,2))
bpy.data.objects['Camera'].rotation_euler = (np.pi*1/2, 0, 0)
bpy.data.cameras[0].lens = 20

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