import bpy # Очистка сцены bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Добавление плоскости для флага bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0)) flag = bpy.context.object flag.name = "Korean Flag" # Применение текстуры флага Южной Кореи material = bpy.data.materials.new(name="FlagMaterial") material.use_nodes = True nodes = material.node_tree.nodes links = material.node_tree.links # Удаляем стандартный узел BSDF for node in nodes: nodes.remove(node) # Добавляем узел Image Texture image_texture = nodes.new(type='ShaderNodeTexImage') image_texture.image = bpy.data.images.load("//south_korea_flag.png") # Укажите путь к изображению флага image_texture.location = (-300, 300) # Узел Principled BSDF bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') bsdf.location = (0, 300) # Узел Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 300) # Соединяем узлы links.new(image_texture.outputs['Color'], bsdf.inputs['Base Color']) links.new(bsdf.outputs['BSDF'], output.inputs['Surface']) # Присваиваем материал объекту flag.data.materials.append(material) # Добавление текста "Привет, Южная Корея!" bpy.ops.object.text_add(location=(0, -2, 0)) text = bpy.context.object text.data.body = "Hello, South Korea!" text.data.size = 0.5 text.data.extrude = 0.1 # Настройка камеры bpy.ops.object.camera_add(location=(0, -6, 2)) camera = bpy.context.object camera.rotation_euler = (1.2, 0, 0) bpy.context.scene.camera = camera # Настройка света bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.object # Рендеринг сцены bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.render.filepath = "//hello_south_korea.png" bpy.ops.render.render(write_still=True)
The sky split. Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
import bpy # Очистка сцены bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Добавление плоскости для флага bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0)) flag = bpy.context.object flag.name = "Korean Flag" # Применение текстуры флага Южной Кореи material = bpy.data.materials.new(name="FlagMaterial") material.use_nodes = True nodes = material.node_tree.nodes links = material.node_tree.links # Удаляем стандартный узел BSDF for node in nodes: nodes.remove(node) # Добавляем узел Image Texture image_texture = nodes.new(type='ShaderNodeTexImage') image_texture.image = bpy.data.images.load("//south_korea_flag.png") # Укажите путь к изображению флага image_texture.location = (-300, 300) # Узел Principled BSDF bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') bsdf.location = (0, 300) # Узел Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 300) # Соединяем узлы links.new(image_texture.outputs['Color'], bsdf.inputs['Base Color']) links.new(bsdf.outputs['BSDF'], output.inputs['Surface']) # Присваиваем материал объекту flag.data.materials.append(material) # Добавление текста "Привет, Южная Корея!" bpy.ops.object.text_add(location=(0, -2, 0)) text = bpy.context.object text.data.body = "Hello, South Korea!" text.data.size = 0.5 text.data.extrude = 0.1 # Настройка камеры bpy.ops.object.camera_add(location=(0, -6, 2)) camera = bpy.context.object camera.rotation_euler = (1.2, 0, 0) bpy.context.scene.camera = camera # Настройка света bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.object # Рендеринг сцены bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.render.filepath = "//hello_south_korea.png" bpy.ops.render.render(write_still=True)
The sky split. Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky split. Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
import bpy # Очистка сцены bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Добавление плоскости для флага bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0)) flag = bpy.context.object flag.name = "Korean Flag" # Применение текстуры флага Южной Кореи material = bpy.data.materials.new(name="FlagMaterial") material.use_nodes = True nodes = material.node_tree.nodes links = material.node_tree.links # Удаляем стандартный узел BSDF for node in nodes: nodes.remove(node) # Добавляем узел Image Texture image_texture = nodes.new(type='ShaderNodeTexImage') image_texture.image = bpy.data.images.load("//south_korea_flag.png") # Укажите путь к изображению флага image_texture.location = (-300, 300) # Узел Principled BSDF bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') bsdf.location = (0, 300) # Узел Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 300) # Соединяем узлы links.new(image_texture.outputs['Color'], bsdf.inputs['Base Color']) links.new(bsdf.outputs['BSDF'], output.inputs['Surface']) # Присваиваем материал объекту flag.data.materials.append(material) # Добавление текста "Привет, Южная Корея!" bpy.ops.object.text_add(location=(0, -2, 0)) text = bpy.context.object text.data.body = "Hello, South Korea!" text.data.size = 0.5 text.data.extrude = 0.1 # Настройка камеры bpy.ops.object.camera_add(location=(0, -6, 2)) camera = bpy.context.object camera.rotation_euler = (1.2, 0, 0) bpy.context.scene.camera = camera # Настройка света bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.object # Рендеринг сцены bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.render.filepath = "//hello_south_korea.png" bpy.ops.render.render(write_still=True)
import bpy # Очистка сцены bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Добавление плоскости для флага bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0)) flag = bpy.context.object flag.name = "Korean Flag" # Применение текстуры флага Южной Кореи material = bpy.data.materials.new(name="FlagMaterial") material.use_nodes = True nodes = material.node_tree.nodes links = material.node_tree.links # Удаляем стандартный узел BSDF for node in nodes: nodes.remove(node) # Добавляем узел Image Texture image_texture = nodes.new(type='ShaderNodeTexImage') image_texture.image = bpy.data.images.load("//south_korea_flag.png") # Укажите путь к изображению флага image_texture.location = (-300, 300) # Узел Principled BSDF bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') bsdf.location = (0, 300) # Узел Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 300) # Соединяем узлы links.new(image_texture.outputs['Color'], bsdf.inputs['Base Color']) links.new(bsdf.outputs['BSDF'], output.inputs['Surface']) # Присваиваем материал объекту flag.data.materials.append(material) # Добавление текста "Привет, Южная Корея!" bpy.ops.object.text_add(location=(0, -2, 0)) text = bpy.context.object text.data.body = "Hello, South Korea!" text.data.size = 0.5 text.data.extrude = 0.1 # Настройка камеры bpy.ops.object.camera_add(location=(0, -6, 2)) camera = bpy.context.object camera.rotation_euler = (1.2, 0, 0) bpy.context.scene.camera = camera # Настройка света bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.object # Рендеринг сцены bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.render.filepath = "//hello_south_korea.png" bpy.ops.render.render(write_still=True)
The sky Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky split. Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
import bpy # Очистка сцены bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Добавление плоскости для флага bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0)) flag = bpy.context.object flag.name = "Korean Flag" # Применение текстуры флага Южной Кореи material = bpy.data.materials.new(name="FlagMaterial") material.use_nodes = True nodes = material.node_tree.nodes links = material.node_tree.links # Удаляем стандартный узел BSDF for node in nodes: nodes.remove(node) # Добавляем узел Image Texture image_texture = nodes.new(type='ShaderNodeTexImage') image_texture.image = bpy.data.images.load("//south_korea_flag.png") # Укажите путь к изображению флага image_texture.location = (-300, 300) # Узел Principled BSDF bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') bsdf.location = (0, 300) # Узел Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 300) # Соединяем узлы links.new(image_texture.outputs['Color'], bsdf.inputs['Base Color']) links.new(bsdf.outputs['BSDF'], output.inputs['Surface']) # Присваиваем материал объекту flag.data.materials.append(material) # Добавление текста "Привет, Южная Корея!" bpy.ops.object.text_add(location=(0, -2, 0)) text = bpy.context.object text.data.body = "Hello, South Korea!" text.data.size = 0.5 text.data.extrude = 0.1 # Настройка камеры bpy.ops.object.camera_add(location=(0, -6, 2)) camera = bpy.context.object camera.rotation_euler = (1.2, 0, 0) bpy.context.scene.camera = camera # Настройка света bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.object # Рендеринг сцены bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.render.filepath = "//hello_south_korea.png" bpy.ops.render.render(write_still=True)
The sky split. Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
The sky Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.
import bpy # Очистка сцены bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Добавление плоскости для флага bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0)) flag = bpy.context.object flag.name = "Korean Flag" # Применение текстуры флага Южной Кореи material = bpy.data.materials.new(name="FlagMaterial") material.use_nodes = True nodes = material.node_tree.nodes links = material.node_tree.links # Удаляем стандартный узел BSDF for node in nodes: nodes.remove(node) # Добавляем узел Image Texture image_texture = nodes.new(type='ShaderNodeTexImage') image_texture.image = bpy.data.images.load("//south_korea_flag.png") # Укажите путь к изображению флага image_texture.location = (-300, 300) # Узел Principled BSDF bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') bsdf.location = (0, 300) # Узел Output output = nodes.new(type='ShaderNodeOutputMaterial') output.location = (300, 300) # Соединяем узлы links.new(image_texture.outputs['Color'], bsdf.inputs['Base Color']) links.new(bsdf.outputs['BSDF'], output.inputs['Surface']) # Присваиваем материал объекту flag.data.materials.append(material) # Добавление текста "Привет, Южная Корея!" bpy.ops.object.text_add(location=(0, -2, 0)) text = bpy.context.object text.data.body = "Hello, South Korea!" text.data.size = 0.5 text.data.extrude = 0.1 # Настройка камеры bpy.ops.object.camera_add(location=(0, -6, 2)) camera = bpy.context.object camera.rotation_euler = (1.2, 0, 0) bpy.context.scene.camera = camera # Настройка света bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.object # Рендеринг сцены bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.render.filepath = "//hello_south_korea.png" bpy.ops.render.render(write_still=True)
The sky split. Prismatic-blue hyper-realistic 3D, PBR rendering, and global illumination. Apply detailed textures with bump and displacement mapping, seamlessly integrating effects such as ambient occlusion, motion blur, and depth of field. Use antialiasing for sharp contours, add an artistic touch with precise color grading, and incorporate elements like volumetric lighting and particle systems for an immersive atmosphere.