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Blender 2.9, Python, 16進で色指定

Last updated at Posted at 2020-09-20

今日の課題は、HTMLで使う16進のカラーコードを使って
マテリアル色指定して、それを立体に反映させること。
まずは3色ほど指定。色合いは 「坊ちゃん団子 / つぼや菓子舗」(愛媛みやげ)を参考にしました。(数日前 Blender 2.8から 2.9に変えました。 2.8用Pythonスクリプトは2.9でも動いている様子です。)
(2024.5.3 追記。Blender 4.1.1でもこのままのスクリプトで動作しました。 )
References : StackExchange Blender 2.8 (python) - How to set material color using hex value instead of RGB

bochadango1.png

#bpy_nh20 (material color using hex value)
#(HEX色指定 )Blender 2.8 (python) - How to set material color using hex value instead of RGB

import bpy

# ========= DELETE ALL mesh, light, camera, みな削除する2行 =========
for item in bpy.data.objects:
    bpy.data.objects.remove(item)

# ======NEW CAMERA
bpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(4, -6, 4), rotation=(1.3, 0, 0.5))
##(1.3, 0, -0.3)
# ====== NEW CUBE 
bpy.ops.mesh.primitive_cube_add(size=2,  align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

def hex_to_rgb( hex_value ):
    b = (hex_value & 0xFF) / 255.0
    g = ((hex_value >> 8) & 0xFF) / 255.0
    r = ((hex_value >> 16) & 0xFF) / 255.0
    return r, g, b

def add_material(obj, material_name, h):
    material = bpy.data.materials.get(material_name)
    if material is None:
        material = bpy.data.materials.new(material_name)
    material.use_nodes = True
    principled_bsdf = material.node_tree.nodes['Principled BSDF']
    if principled_bsdf is not None:
        principled_bsdf.inputs[0].default_value = (*hex_to_rgb(h), 1)  
    obj.active_material = material

#h = 0xE7E7FF
#h = 0x87ceeb #skyblue#87ceeb
#h = 0xadff2f #greenyellow#adff2f
#h = 0xee82ee #violet#ee82ee
#saddlebrown#8b4513
#moccasin#ffe4b5
#olive#808000

obj = bpy.context.object
add_material( obj, "test1", 0x8b4513)  #saddlebrown#8b4513

bpy.ops.mesh.primitive_cube_add(size=2,  align='WORLD', location=(0, 2, 2), scale=(1, 1, 1))
obj = bpy.context.object
add_material( obj, "test2", 0xffe4b5 ) #moccasin#ffe4b5

bpy.ops.mesh.primitive_cube_add(size=2,  align='WORLD', location=(0, 4, 4), scale=(1, 1, 1))
obj = bpy.context.object
add_material( obj, "test3", 0x808000 ) #olive#808000

# ============== "light_spot1" ==== HIGH 
# create light datablock, set attributes
light_data = bpy.data.lights.new(name="light_spot1", type='SPOT')
light_data.energy = 700
# create new object with our light datablock
light_object1 = bpy.data.objects.new(name="light_spot1", object_data=light_data)
# link light object
bpy.context.collection.objects.link(light_object1)
# make it active 
bpy.context.view_layer.objects.active = light_object1
#change location
light_object1.location = (-5, -7, 4)
light_object1.delta_rotation_euler = (1.3, 0, -0.3) #ゼロゼロゼロで真下を向く。
# update scene, if needed
dg = bpy.context.evaluated_depsgraph_get() 
dg.update()
# ================
# =========================== end of bpy_nh20
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