feat: refactor material creation and apply green material to UV sphere
This commit is contained in:
@@ -9,16 +9,35 @@ bpy.ops.object.delete()
|
||||
output_dir = os.path.expanduser("~/.cache/starworld/primitives")
|
||||
os.makedirs(output_dir, exist_ok=True)
|
||||
|
||||
# Create and export UV Sphere
|
||||
def create_material(name, base_color):
|
||||
"""Create a PBR material with the specified base color (RGBA)"""
|
||||
mat = bpy.data.materials.new(name=name)
|
||||
mat.use_nodes = True
|
||||
nodes = mat.node_tree.nodes
|
||||
|
||||
# Get the Principled BSDF node (created by default)
|
||||
bsdf = nodes.get("Principled BSDF")
|
||||
if bsdf:
|
||||
bsdf.inputs['Base Color'].default_value = base_color
|
||||
bsdf.inputs['Roughness'].default_value = 0.5
|
||||
bsdf.inputs['Metallic'].default_value = 0.1
|
||||
|
||||
return mat
|
||||
|
||||
# Create and export UV Sphere with GREEN material
|
||||
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.5, location=(0, 0, 0))
|
||||
sphere = bpy.context.active_object
|
||||
sphere.name = "Sphere"
|
||||
bpy.ops.object.shade_smooth()
|
||||
# Apply green material
|
||||
green_mat = create_material("SphereMaterial", (0.2, 1.0, 0.2, 1.0)) # Green
|
||||
sphere.data.materials.append(green_mat)
|
||||
bpy.ops.export_scene.gltf(
|
||||
filepath=os.path.join(output_dir, "sphere.glb"),
|
||||
export_format='GLB',
|
||||
use_selection=True
|
||||
)
|
||||
print(f"Exported sphere.glb to {output_dir}")
|
||||
print(f"Exported sphere.glb (GREEN) to {output_dir}")
|
||||
|
||||
# Delete sphere and create cube
|
||||
bpy.ops.object.delete()
|
||||
|
||||
Reference in New Issue
Block a user