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Create app.py
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app.py
ADDED
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import gradio as gr
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import base64
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from PIL import ImageColor
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from pathlib import Path
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import bpy
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def generate(color1, color2, light_position):
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rbg1 = ImageColor.getcolor(color1, "RGB")
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rgb2 = ImageColor.getcolor(color2, "RGB")
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print(rbg1, rgb2 , light_position)
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light_position_normed = light_position / 20
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# Delete all mesh objects from the scene
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.object.select_by_type(type='MESH')
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bpy.ops.object.delete()
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print(bpy.ops.object)
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# Add a torus
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bpy.ops.mesh.primitive_torus_add(
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major_radius=1.5,
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minor_radius=0.75,
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major_segments=48*4,
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minor_segments=12*4,
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align="WORLD",
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location=(0, 1, 1),
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)
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# Assigning the torus to a variable
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torus = bpy.context.active_object
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# Create a new material and assign it to the torus
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material = bpy.data.materials.new(name="RainbowGradient")
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torus.data.materials.append(material)
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material.use_nodes = True
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nodes = material.node_tree.nodes
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# Clear default nodes
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for node in nodes:
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nodes.remove(node)
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# Add a Gradient Texture and set it to a color ramp of a rainbow
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gradient = nodes.new(type="ShaderNodeTexGradient")
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gradient.gradient_type = 'LINEAR'
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gradient.location = (0,0)
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ramp = nodes.new(type="ShaderNodeValToRGB")
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ramp.color_ramp.interpolation = 'LINEAR'
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ramp.location = (200,0)
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ramp.color_ramp.elements[0].color = rgb1
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ramp.color_ramp.elements[1].color = rbg2
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# Add Shader nodes
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bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
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bsdf.location = (400,0)
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output = nodes.new(type="ShaderNodeOutputMaterial")
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output.location = (600,0)
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# Connect the nodes
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material.node_tree.links.new
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material.node_tree.links.new(gradient.outputs["Color"], ramp.inputs[0])
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material.node_tree.links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
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material.node_tree.links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
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# Rotate the gradient to apply it from left to right
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torus.rotation_euler = (0, 0, 1.5708) # Rotate 90 degrees on the Z axis
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# Light
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light = bpy.data.objects["Light"]
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light.location = (light_position_normed, 0, 2) # Position the light
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# Camera
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camera = bpy.data.objects["Camera"]
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camera.location = (5, -3, 4)
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camera.data.dof.use_dof = True
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camera.data.dof.focus_distance = 5
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camera.data.dof.aperture_fstop = 4
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# Render
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path = "test.png"
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bpy.context.scene.render.resolution_x = 1000
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bpy.context.scene.render.resolution_y = 400
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bpy.context.scene.render.image_settings.file_format = "PNG"
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bpy.context.scene.render.filepath = path
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bpy.ops.render.render(write_still=True)
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bpy.data.images["Render Result"].save_render(filepath=bpy.context.scene.render.filepath)
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# display(Image("test_sphere.png"))
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# Read the saved image into memory and encode it to base64
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temp_filepath = Path(bpy.context.scene.render.filepath)
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with temp_filepath.open("rb") as f:
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my_img = base64.b64encode(f.read()).decode("utf-8")
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return temp_filepath
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with gr.Blocks() as demo:
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with gr.Row():
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with gr.Column():
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color1 = gr.ColorPicker()
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color2 = gr.ColorPicker()
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slider = gr.Slider(minimum=0, maximum=100, value=1)
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with gr.Column(scale=3):
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image = gr.Image(type="filepath")
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slider.change(generate, inputs=[color1, color2, slider], outputs=[image], show_progress=False)
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demo.launch(debug=True)
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