Browse Source

updates, added overclocked DH-1

john melesky 9 months ago
parent
commit
9d9d230920

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blender-files/deep ai computer overclocked.blend


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blender-files/deep ai computer.blend


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images/oscilloscreen red.png


+ 20 - 62
scripts/deep_computer.py

@@ -3,55 +3,7 @@ import mathutils
 import math
 import random
 
-
-# first, clean the slate
-# for o in bpy.data.objects:
-#     bpy.data.objects.remove(o)
-
-# # add a camera
-
-# cam = bpy.data.cameras.new("EndlessCamera")
-# cam.type = 'ORTHO'
-# cam.angle = 0.85756
-# cam.clip_start = 0.100
-# cam.clip_end = 100.0
-# cam.lens = 35
-# cam.ortho_scale = 6.0
-# cam.sensor_height = 18
-# cam.sensor_width = 32
-# cam_obj = bpy.data.objects.new("EndlessCameraObj", cam)
-# cam_obj.location = mathutils.Vector((-10, -10, 8.2))
-# cam_obj.rotation_euler = mathutils.Vector((1.047, 0.0, -0.7854))
-# bpy.context.collection.objects.link(cam_obj)
-# bpy.context.scene.camera = cam_obj
-
-
-# # light sources
-# # lamp
-
-# bpy.ops.object.add(type='LIGHT', location=(1.568, -3.856, 1.311))
-# lamp = bpy.context.object
-# lamp.data.type = 'POINT'
-# lamp.data.cutoff_distance = 30.0
-# lamp.data.energy = 2
-# lamp.data.shadow_buffer_clip_start = 1.00
-# lamp.data.shadow_soft_size = 1.0
-# lamp.data.use_shadow = True
-# lamp.rotation_euler = mathutils.Vector((0.6503271, 0.05521698, 1.866455))
-
-# # sun
-
-# bpy.ops.object.add(type='LIGHT', location=(0.7973, 7.599, 4.7))
-# sun = bpy.context.object
-# sun.data.type='SUN'
-# sun.data.cutoff_distance = 30.0
-# sun.data.energy = 2
-# sun.data.shadow_buffer_clip_start = 1.00
-# sun.data.shadow_soft_size = 1.0
-# sun.data.use_shadow = True
-# sun.rotation_euler = mathutils.Vector((-0.418879, -0.1396263, 0.2094395))
-
-
+# load outfittemplate-nocube.blend, then run this
 
 # we need five materials
 #   - the monitor (image texture)
@@ -74,7 +26,7 @@ mon_bsdf = mon_nodes.get('Principled BSDF')
 mon_bsdf.inputs['Roughness'].default_value = 0.1
 mon_bsdf.inputs['Emission Strength'].default_value = 3
 
-mon_img = bpy.data.images.load(filepath = '/home/jmelesky/Pictures/game images/oscilloscreen 5.png')
+mon_img = bpy.data.images.load(filepath = '/home/jmelesky/code/endless-sky-artificial-crew-models/images/oscilloscreen.png')
 mon_imgtx = mon_nodes.new('ShaderNodeTexImage')
 mon_imgtx.image = mon_img
 
@@ -95,24 +47,30 @@ metal_links = metal_mat.node_tree.links
 metal_mat_output = metal_nodes.get('Material Output')
 metal_bsdf = metal_nodes.get('Principled BSDF')
 metal_bsdf.inputs['Metallic'].default_value = 1.0
+metal_bsdf.inputs['Base Color'].default_value = [0.16, 0.12, 0.08, 1.0]
 
-metal_noise = metal_nodes.new('ShaderNodeTexNoise')
-metal_noise.inputs['Scale'].default_value = 70.0
-metal_noise.inputs['Detail'].default_value = 15.0
-metal_noise.inputs['Roughness'].default_value = 0.6
+# metal_noise = metal_nodes.new('ShaderNodeTexNoise')
+# metal_noise.inputs['Scale'].default_value = 70.0
+# metal_noise.inputs['Detail'].default_value = 15.0
+# metal_noise.inputs['Roughness'].default_value = 0.6
 
-metal_ramp = metal_nodes.new('ShaderNodeValToRGB')
-metal_ramp.color_ramp.elements[0].color = [0.012, 0.006, 0.001, 1.0]
-metal_ramp.color_ramp.elements[1].color = [0.0204, 0.0204, 0.0204, 1.0]
+# metal_ramp = metal_nodes.new('ShaderNodeValToRGB')
+# metal_ramp.color_ramp.elements[0].color = [0.08, 0.07, 0.03, 1.0]
+# metal_ramp.color_ramp.elements[1].color = [0.16, 0.155, 0.08, 1.0]
 
-metal_links.new(metal_noise.outputs['Fac'], metal_ramp.inputs['Fac'])
-metal_links.new(metal_ramp.outputs['Color'], metal_bsdf.inputs['Base Color'])
+# metal_links.new(metal_noise.outputs['Fac'], metal_ramp.inputs['Fac'])
+# metal_links.new(metal_ramp.outputs['Color'], metal_bsdf.inputs['Base Color'])
 
 metal_bump = metal_nodes.new('ShaderNodeBump')
 metal_bump.invert = True
 metal_bump.inputs['Strength'].default_value = 0.3
 
-metal_links.new(metal_noise.outputs['Fac'], metal_bump.inputs['Height'])
+metal_noise2 = metal_nodes.new('ShaderNodeTexNoise')
+metal_noise2.inputs['Scale'].default_value = 70.0
+metal_noise2.inputs['Detail'].default_value = 15.0
+metal_noise2.inputs['Roughness'].default_value = 0.6
+
+metal_links.new(metal_noise2.outputs['Fac'], metal_bump.inputs['Height'])
 metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Normal'])
 metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Roughness'])
 
@@ -248,7 +206,7 @@ for b in buttons:
     b.select_set(True)
 
 bpy.ops.transform.resize(
-    value=(0.25, 0.25, 0.25)
+    value=(0.5, 0.5, 0.5)
 )
 
 bpy.ops.transform.rotate(
@@ -256,7 +214,7 @@ bpy.ops.transform.rotate(
 )
 
 bpy.ops.transform.translate(
-    value=(-2,-5,-3.3)
+    value=(-2.5,-5,-3.3)
 )
 
 

+ 230 - 0
scripts/deep_computer_overclocked.py

@@ -0,0 +1,230 @@
+import bpy
+import mathutils
+import math
+import random
+
+# load outfittemplate-nocube.blend, then run this
+
+# add an ominous red lamp
+
+bpy.ops.object.add(type='LIGHT', location=(3,-3,0))
+lamp = bpy.context.object
+lamp.data.type = 'POINT'
+lamp.data.energy = 55
+lamp.data.color = [1.0,0.2,0.1]
+
+# we need five materials
+#   - the monitor (image texture)
+#   - the metal for the case
+#   - three colors for the buttons
+#     - green (pressed down)
+#     - grey/clear (most unpressed)
+#     - red (unpressed but alert)
+
+monitor_mat = bpy.data.materials.new("ComputerMonitor")
+monitor_mat.diffuse_color = [0, 0.02, 0, 1]
+monitor_mat.specular_color = [0.9, 1, 0.9]
+monitor_mat.roughness = 0.05
+
+monitor_mat.use_nodes = True
+mon_nodes = monitor_mat.node_tree.nodes
+mon_links = monitor_mat.node_tree.links
+mon_mat_output = mon_nodes.get('Material Output')
+mon_bsdf = mon_nodes.get('Principled BSDF')
+mon_bsdf.inputs['Roughness'].default_value = 0.1
+mon_bsdf.inputs['Emission Strength'].default_value = 30
+
+mon_img = bpy.data.images.load(filepath = '/home/jmelesky/code/endless-sky-artificial-crew-models/images/oscilloscreen red.png')
+mon_imgtx = mon_nodes.new('ShaderNodeTexImage')
+mon_imgtx.image = mon_img
+
+mon_links.new(mon_imgtx.outputs['Color'], mon_bsdf.inputs['Base Color'])
+
+mon_ramp = mon_nodes.new('ShaderNodeValToRGB')
+mon_ramp.color_ramp.interpolation = 'B_SPLINE'
+mon_ramp.color_ramp.elements[0].position = 0.1
+mon_ramp.color_ramp.elements[1].color = [1.0, 0.2, 0.1, 1.0]
+
+mon_links.new(mon_imgtx.outputs['Color'], mon_ramp.inputs['Fac'])
+mon_links.new(mon_ramp.outputs['Color'], mon_bsdf.inputs['Emission Color'])
+
+metal_mat = bpy.data.materials.new("ComputerMetal")
+metal_mat.use_nodes = True
+metal_nodes = metal_mat.node_tree.nodes
+metal_links = metal_mat.node_tree.links
+metal_mat_output = metal_nodes.get('Material Output')
+metal_bsdf = metal_nodes.get('Principled BSDF')
+metal_bsdf.inputs['Metallic'].default_value = 1.0
+metal_bsdf.inputs['Base Color'].default_value = [0.16, 0.12, 0.08, 1.0]
+
+# metal_noise = metal_nodes.new('ShaderNodeTexNoise')
+# metal_noise.inputs['Scale'].default_value = 70.0
+# metal_noise.inputs['Detail'].default_value = 15.0
+# metal_noise.inputs['Roughness'].default_value = 0.6
+
+# metal_ramp = metal_nodes.new('ShaderNodeValToRGB')
+# metal_ramp.color_ramp.elements[0].color = [0.08, 0.07, 0.03, 1.0]
+# metal_ramp.color_ramp.elements[1].color = [0.16, 0.155, 0.08, 1.0]
+
+# metal_links.new(metal_noise.outputs['Fac'], metal_ramp.inputs['Fac'])
+# metal_links.new(metal_ramp.outputs['Color'], metal_bsdf.inputs['Base Color'])
+
+metal_bump = metal_nodes.new('ShaderNodeBump')
+metal_bump.invert = True
+metal_bump.inputs['Strength'].default_value = 0.3
+
+metal_noise2 = metal_nodes.new('ShaderNodeTexNoise')
+metal_noise2.inputs['Scale'].default_value = 70.0
+metal_noise2.inputs['Detail'].default_value = 15.0
+metal_noise2.inputs['Roughness'].default_value = 0.6
+
+metal_links.new(metal_noise2.outputs['Fac'], metal_bump.inputs['Height'])
+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Normal'])
+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Roughness'])
+
+
+down_button_mat = bpy.data.materials.new("DownButton")
+down_button_mat.use_nodes = True
+down_button_mat.blend_method = 'BLEND'
+down_bsdf = down_button_mat.node_tree.nodes.get('Principled BSDF')
+down_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
+down_bsdf.inputs['Roughness'].default_value = 0.4
+down_bsdf.inputs['Emission Color'].default_value = [0.2, 0.85, 0.2, 0.3]
+down_bsdf.inputs['Emission Strength'].default_value = 0.8
+
+
+up_button_mat = bpy.data.materials.new("UpButton")
+up_button_mat.diffuse_color = [0.5, 0.5, 0.5, 0.4]
+up_button_mat.roughness = 0.8
+up_button_mat.blend_method = 'BLEND'
+
+attn_button_mat = bpy.data.materials.new("AttnButton")
+attn_button_mat.use_nodes = True
+attn_button_mat.blend_method = 'BLEND'
+attn_bsdf = attn_button_mat.node_tree.nodes.get('Principled BSDF')
+attn_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
+attn_bsdf.inputs['Roughness'].default_value = 0.4
+attn_bsdf.inputs['Emission Color'].default_value = [0.7, 0.1, 0.1, 0.3]
+attn_bsdf.inputs['Emission Strength'].default_value = 0.7
+
+
+
+# now the big box
+back_bottom_left   = (0,0,0)
+back_top_left      = (0,0,8)
+front_top_left     = (2,0,8)
+front_mid_left     = (4,0,3)
+front_bottom_left  = (4,0,0)
+back_bottom_right  = (0,10,0)
+back_top_right     = (0,10,8)
+front_top_right    = (2,10,8)
+front_mid_right    = (4,10,3)
+front_bottom_right = (4,10,0)
+
+box_vertices = [back_bottom_left, back_top_left, back_bottom_right, back_top_right,
+    front_top_left, front_top_right, front_mid_left, front_mid_right,
+    front_bottom_left, front_bottom_right]
+box_faces = [
+    (0,1,3,2), # the back of the box: back_bottom_left, back_top_left, back_top_right, back_bottom_right
+    (0,2,9,8), # the bottom: back_bottom_left, back_bottom_right, front_bottom_right, front_bottom_left
+    (8,9,7,6), # lower front plate: front_bottom_left, front_bottom_right, front_mid_right, front_mid_left
+    (9,2,3,5,7), # right side panel (5 edges): front_bottom_right, back_bottom_right, back_top_right, front_top_right, front_mid_right
+    (0,8,6,4,1), # left side panel: back_bottom_left, front_bottom_left, front_mid_left, front_top_left, back_top_left
+    (6,7,5,4), # upper front plate: front_mid_left, front_mid_right, front_top_right, front_top_left
+    (4,5,3,1), # top: front_top_left, front_top_right, back_top_right, back_top_left
+]
+
+# box_mat = bpy.data.materials.new('MyBoxMaterial')
+# box_mat.use_nodes = True
+
+# if box_mat.node_tree:
+#     box_mat.node_tree.links.clear()
+#     box_mat.node_tree.nodes.clear()
+
+# box_output = box_mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
+# box_shader = box_mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
+# box_mat.node_tree.nodes['Diffuse BSDF'].inputs[0].default_value = (.125, .179, .263, 1)
+# box_mat.node_tree.links.new(box_shader.outputs[0], box_output.inputs[0])
+
+box_mesh = bpy.data.meshes.new('MyComputerBoxMesh')
+box_mesh.from_pydata(box_vertices, [], box_faces)
+
+box_obj = bpy.data.objects.new('MyComputerBox', box_mesh)
+box_obj.data.materials.append(metal_mat)
+bpy.context.scene.collection.objects.link(box_obj)
+
+
+# the oscilloscope-style monitor
+
+monitor_location = mathutils.Vector((3, 2.5, 5.5))
+monitor_scale = mathutils.Vector((.4, 1, 1))
+monitor_rotation = mathutils.Euler((0, math.radians(203), math.radians(180)))
+
+bpy.ops.mesh.primitive_uv_sphere_add(
+    segments=32,
+    ring_count=16,
+    radius=2,
+    location=monitor_location,
+    scale=monitor_scale, # this is relative to the size
+    rotation=monitor_rotation)
+
+# smooth the monitor, add a texture
+
+monitor_obj = bpy.context.active_object
+for f in monitor_obj.data.polygons:
+    f.use_smooth = True
+monitor_obj.data.update()
+
+monitor_obj.data.materials.append(monitor_mat)
+
+
+# three rows of buttons, randomly depressed
+#
+# a better way to do this would be to set the buttons in a group,
+# then rotate that entire group. i'm not there yet, so we're
+# using some magic numbers for positional offsets.
+
+buttons = []
+
+for i in [7, 5.5, 4]:
+    for j in [6.8, 7.2, 7.6, 8, 8.4, 8.8, 9.2]:
+        if random.random() > .9:
+            button_location = mathutils.Vector((5.0 - (i/2.5), j, i-.1))
+            button_material = down_button_mat
+        else:
+            button_location = mathutils.Vector((5.2 - (i/2.5), j, i))
+            if random.random() > .2:
+                button_material = attn_button_mat
+            else:
+                button_material = up_button_mat
+
+        bpy.ops.mesh.primitive_cube_add(
+            size=1,
+            location=button_location,
+            rotation=monitor_rotation,
+            scale=mathutils.Vector((.8, .2, .6)))
+
+        button = bpy.context.active_object
+        buttons.append(button)
+        button.data.materials.append(button_material)
+
+box_obj.select_set(True)
+monitor_obj.select_set(True)
+for b in buttons:
+    b.select_set(True)
+
+bpy.ops.transform.resize(
+    value=(0.5, 0.5, 0.5)
+)
+
+bpy.ops.transform.rotate(
+    value=math.radians(90)
+)
+
+bpy.ops.transform.translate(
+    value=(-2.5,-5,-3.3)
+)
+
+
+
+